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XML

<?xml version="1.0" encoding="UTF-8"?>
<shader-settings>
<setting name="solid">
<shaders>
<vertex>spm.vert</vertex>
<fragment>solid.frag</fragment>
<depth>depth_only.frag</depth>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="normalmap">
<properties>
<nonpbr-fallback>solid</nonpbr-fallback>
</properties>
<shaders>
<vertex>spm.vert</vertex>
<fragment>normalmap.frag</fragment>
<depth>depth_only.frag</depth>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="decal">
<shaders>
<vertex>spm.vert</vertex>
<fragment>decal.frag</fragment>
<depth>depth_only.frag</depth>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="splatting">
<properties>
<nonpbr-fallback>solid</nonpbr-fallback>
<srgb-settings>YNYYYY</srgb-settings>
</properties>
<shaders>
<vertex>spm.vert</vertex>
<fragment>splatting.frag</fragment>
<depth>depth_only.frag</depth>
</shaders>
</setting>
<setting name="alphatest">
<shaders>
<vertex>spm.vert</vertex>
<fragment>alphatest.frag</fragment>
<depth>alphatest_depth.frag</depth>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="unlit">
<properties>
<nonpbr-fallback>alphatest</nonpbr-fallback>
</properties>
<shaders>
<vertex>spm.vert</vertex>
<fragment>unlit.frag</fragment>
<depth>alphatest_depth.frag</depth>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="grass">
<shaders>
<vertex>grass.vert</vertex>
<fragment>alphatest.frag</fragment>
<depth>alphatest_depth.frag</depth>
</shaders>
</setting>
<setting name="alphablend">
<properties>
<alphablend>true</alphablend>
<depth-write>false</depth-write>
<backface-culling>false</backface-culling>
</properties>
<shaders>
<vertex>spm.vert</vertex>
<fragment>transparent.frag</fragment>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="additive">
<properties>
<additive>true</additive>
<depth-write>false</depth-write>
<backface-culling>false</backface-culling>
</properties>
<shaders>
<vertex>spm.vert</vertex>
<fragment>transparent.frag</fragment>
<skinning-vertex>spm_skinning.vert</skinning-vertex>
</shaders>
</setting>
<setting name="displace">
<properties>
<alphablend>true</alphablend>
<depth-write>false</depth-write>
<backface-culling>false</backface-culling>
<nonpbr-fallback>alphablend</nonpbr-fallback>
</properties>
<shaders>
<vertex>spm.vert</vertex>
<fragment>displace_transparent.frag</fragment>
</shaders>
</setting>
</shader-settings>