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Archives/BF1942/levels/DC_Twin_Rivers.rfa
bf1942/levels/DC_Twin_Rivers/standardMesh/Milifence_large_m1.rs
subshader "Milifence_large_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
texture "texture/Milifence_conc_s";
}
subshader "Milifence_large_m1_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
transparent true;
twosided true;
depthWrite false;
alphaTestRef 0.7;
texture "texture/Fenceholes_s";
}
subshader "Milifence_large_m1_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
transparent true;
twosided true;
depthWrite false;
alphaTestRef 0.7;
texture "texture/BARBWR_S";
}
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
texture "texture/Milifence_conc_s";
}
subshader "Milifence_large_m1_Material1" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
transparent true;
twosided true;
depthWrite false;
alphaTestRef 0.7;
texture "texture/Fenceholes_s";
}
subshader "Milifence_large_m1_Material2" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0 0 0;
materialSpecularPower 12.5;
transparent true;
twosided true;
depthWrite false;
alphaTestRef 0.7;
texture "texture/BARBWR_S";
}