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Added main stripped version of parts' shader
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Shader "Parts Replace"
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{
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Properties
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{
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_Color("Color", Color) = (1, 1, 1, 1)
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_MainTex("Albedo Map", 2D) = "white" {}
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_Metallic("Metallic/Smoothness Map", Range(0, 1)) = 0
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_GlossMapScale("Smoothness Scale", Range(0, 1)) = 1
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_MipBias("Mip Bias", Range(0, 1)) = 0.8
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_BumpMap("Normal Map", 2D) = "bump" {}
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_DetailBumpMap("Detail Normal Map", 2D) = "bump" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailBumpScale("Detail Normal Scale", Range(0, 1)) = 1
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_DetailBumpTiling("Detail Normal Tiling", Range(0.01, 10)) = 1
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_OcclusionMap("Occlusion Map", 2D) = "white" {}
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_OcclusionStrength("Strength", Range(0, 1)) = 1
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_EmissionMap("Emission Map", 2D) = "white" {}
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_EmissionColor("Emission Color", Color) = (0, 0, 0, 0)
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_UseTimeOfDay("Use Time of Day", Float) = 0
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_TimeOfDayDotMin("Min", Range(-1, 1)) = -0.005
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_TimeOfDayDotMax("Max", Range(-1, 1)) = 0.005
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_PaintA("Paint Color A", Color) = (1, 0, 0, 0)
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_PaintB("Paint Color B", Color) = (0, 1, 0.1558626, 0)
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_PaintMaskGlossMap("Paint Mask (RG Masks B Dirt A Smooth)", 2D) = "white" {}
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_PaintGlossMapScale("Paint Smoothness Scale", Range(0, 1)) = 1
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_SmoothnessOverride("Use PaintMask for Paint Smoothness (And not the Metallic Map)?", Float) = 1
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_RimFalloff("_RimFalloff", Range(0.01, 5)) = 0.1
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_RimColor("_RimColor", Color) = (0, 0, 0, 0)
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[HideInInspector]_BUILTIN_QueueOffset("Float", Float) = 0
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[HideInInspector]_BUILTIN_QueueControl("Float", Float) = -1
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}
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FallBack "Hidden/Shader Graph/FallbackError"
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}

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