cod5-sdk/raw/techsets/l_sm_t0c0n0s0_t1c1n1s1_t2c2...

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"shaded wireframe":
wireframe_shaded_nc;
"solid wireframe":
wireframe_solid_nc;
"debug bumpmap":
debug_bumpmap_nc;
"depth prepass":
zprepass_test_nc;
"build floatz":
build_floatz_test_nc;
"build shadowmap depth":
build_shadowmap_depth_test_nc;
"build shadowmap color":
build_shadowmap_color_test_nc_sm3;
"unlit":
vcsh_nc;
"lit":
lm_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit fade":
lm_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"lit sun":
lm_sun_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit sun fade":
lm_sun_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"lit sun shadow":
lm_sm_sun_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit sun shadow fade":
lm_sm_sun_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"lit spot":
lm_spot_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit spot fade":
lm_spot_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"lit spot shadow":
lm_sm_spot_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit spot shadow fade":
lm_sm_spot_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"lit omni":
lm_omni_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit omni fade":
lm_omni_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"lit omni shadow":
lm_sm_omni_t0c0n0s0t1c1n1s1t2c2n2s2_nc_sm3;
"lit omni shadow fade":
lm_sm_omni_t0c0n0s0t1c1n1s1t2c2n2s2_fade_nc_sm3;
"light spot":
"light spot charred":
l_spot_t0c0n0t1c1n1t2c2n2_nc;
"light omni":
"light omni charred":
l_omni_t0c0n0t1c1n1t2c2n2_nc;
"light spot shadow":
"light spot shadow charred":
l_spot_shad_t0c0n0t1c1n1t2c2n2_nc;