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combining two shaders?

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i have two shaders - one that is for my water, another that is a stensal shader used to remove water in the hull f a ship. stenal shader - Shader "Custom/Stencil/Diffuse NotEqualOne" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } LOD 200 Stencil { Ref 1 Comp notequal Pass keep } CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "VertexLit" } Low Poly Water - Shader "LowPolyWater/Advanced" { CGINCLUDE //Uncomment this line to enable displacement / floating objects /*#define LPW_DISPLACE*/ ENDCG Properties { // Lighting _Shadow("Shadow Bias", Range(0,1)) = 0.7 _Color ("Color", Color) = (0,0.5,0.7) _Opacity ("Opacity", Range(0,1)) = 0.7 _Specular ("Specular", Range(1,300)) = 70 _SpecColor("Sun Color", Color) = (0.703,0.676,0.438,1) _Diffuse("Diffuse", Range(0,1)) = 0.5 [Toggle] _PointLights("Enable Point Lights", Float) = 0 [KeywordEnum(Flat, VertexLit, PixelLit)] _Shading("Shading", Float) = 0 // Reflection [NoScaleOffset] _FresnelTex ("Fresnel (A) ", 2D) = "" {} _FresPower ("Fresnel Exponent", Range(0,2)) = 1.5 _FresColor ("Fresnel Color", Color) = (0.305,0.371,0.395) _Reflection ("Reflection", Range(0,2)) = 1.2 _Refraction ("Refractive Distortion", Float) = 2 _NormalOffset ("Normal Offset", Range(0,5)) = 1 [Toggle] _Distort("Enable Distortion", Float) = 0 _Distortion ("Reflective Distortion", Float) = 1 [NoScaleOffset] _BumpTex("Distortion Map", 2D) = "" {} _BumpScale ("Distortion Scale", Float) = 35 _BumpSpeed ("Distortion Speed", Float) = 0.2 // Waves [KeywordEnum(Off, LowQuality, HighQuality)] _Waves("Enable Waves", Float) = 2 _Length("Wave Length", Float) = 4 _Stretch("Wave Stretch", Float) = 10 _Speed("Wave Speed", Float) = 0.5 _Height ("Wave Height", Float) = 0.5 _Steepness ("Wave Steepness", Range(0,1)) = 0.2 _Direction ("Wave Direction", Range(0,360)) = 180.0 // Ripples _RSpeed("Ripple Speed", Float) = 1 _RHeight ("Ripple Height", Float) = 0.25 // Shore [Toggle] _EdgeBlend("Enable Foam", Float) = 0 _ShoreColor("Foam Color", Color) = (1,1,1,1) _ShoreIntensity("Foam Intensity", Range(-1,1)) = 1 _ShoreDistance("Foam Distance", Float) = 0.5 [Toggle] _HQFoam("Enable HQ Foam", Float) = 0 _FoamScale("Foam Scale", Float) = 20 _FoamSpeed("Foam Speed", Float) = 0.3 _FoamSpread("Foam Spread", Float) = 1 [Toggle] _LightAbs("Enable Light Absorption", Float) = 0 _Absorption ("Depth Transparency",Float) = 5 _DeepColor ("Deep Water Color",Color) = (0,0.1,0.2,1) // Other _Scale("Global Scale", Float) = 1 [NoScaleOffset] _NoiseTex("Noise Texture (A)", 2D) = "" {} [Toggle] _Cull ("Show Surface Underwater", Float) = 0 [Toggle] _ZWrite("Write to Depth Buffer", Float) = 0 // Hidden [HideInInspector] _TransformScale_ ("_TransformScale_", Float) = 1 [HideInInspector] _Scale_ ("_Scale_", Float) = 1 [HideInInspector] _BumpScale_ ("_BumpScale_", Float) = 1 [HideInInspector] _Cull_ ("_Cull_", Float) = 2 [HideInInspector] _Direction_ ("_Direction_", Vector) = (0,0,0,0) [HideInInspector] _RHeight_ ("_RHeight_", Float) = 0.2 [HideInInspector] _RSpeed_ ("_RSpeed_", Float) = 0.2 [HideInInspector] _TexSize_("_TexSize_", Float) = 64 [HideInInspector] _Speed_("_Speed_", Float) = 0 [HideInInspector] _Height_("_Height_", Float) = 0 [HideInInspector] _ReflectionTex("_ReflectionTex", 2D) = "" {} [HideInInspector] _RefractionTex("_RefractionTex", 2D) = "" {} [HideInInspector] _Time_("_Time_", float) = 0 [HideInInspector] _EnableShadows("_EnableShadows", float) = 0 [HideInInspector] _Sun("_Sun", Vector) = (0,0,0,0) [HideInInspector] _SunColor("_SunColor", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="AlphaTest+51"} LOD 200 ZWrite [_ZWrite] Cull [_Cull_] Pass { Tags { "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #include "LPWStandard.cginc" #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _SHADING_VERTEXLIT _SHADING_PIXELLIT #pragma shader_feature _ LPW_FOAM LPW_HQFOAM #pragma shader_feature _ _LIGHTABS_ON #pragma shader_feature _ _WAVES_OFF _WAVES_HIGHQUALITY #pragma shader_feature _ _CUSTOM_SHAPE _USE_LOD #pragma shader_feature _ _DISTORT_ON #pragma shader_feature _ WATER_REFRACTIVE #pragma shader_feature _ WATER_REFLECTIVE #pragma shader_feature _ _POINTLIGHTS_ON #pragma shader_feature _ LPW_SHADOWS #pragma multi_compile_fog #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight ENDCG } // Pass Pass { Tags { "LightMode" = "Vertex" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #define LPWVERTEXLM #include "LPWStandard.cginc" #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _SHADING_VERTEXLIT _SHADING_PIXELLIT #pragma shader_feature _ LPW_FOAM LPW_HQFOAM #pragma shader_feature _ _LIGHTABS_ON #pragma shader_feature _ _WAVES_OFF _WAVES_HIGHQUALITY #pragma shader_feature _ _CUSTOM_SHAPE _USE_LOD #pragma shader_feature _ _DISTORT_ON #pragma shader_feature _ WATER_REFRACTIVE #pragma shader_feature _ WATER_REFLECTIVE #pragma shader_feature _ _POINTLIGHTS_ON #pragma shader_feature _ LPW_SHADOWS #pragma multi_compile_fog #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight ENDCG } // Pass Pass { Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #define LPW_NOLIGHT #include "LPWStandard.cginc" #pragma target 3.0 #pragma vertex vert #pragma fragment frag_empty #pragma shader_feature _ _WAVES_OFF _WAVES_HIGHQUALITY #pragma shader_feature _ _CUSTOM_SHAPE _USE_LOD ENDCG } // Pass } // Subshader SubShader { Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="AlphaTest+51"} LOD 200 ZWrite [_ZWrite] Cull [_Cull_] Stencil { Ref 1 Comp notequal Pass keep } Pass { Tags { "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #define _WAVES_OFF #include "LPWStandard.cginc" #pragma target 2.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _SHADING_VERTEXLIT #pragma shader_feature _ _CUSTOM_SHAPE _USE_LOD #pragma shader_feature _ LPW_FOAM #pragma multi_compile_fog ENDCG } // Pass Pass { Tags { "LightMode" = "Vertex" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #define LPWVERTEXLM #define _WAVES_OFF #include "LPWStandard.cginc" #pragma target 2.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _SHADING_VERTEXLIT #pragma shader_feature _ LPW_FOAM #pragma shader_feature _ _CUSTOM_SHAPE _USE_LOD #pragma multi_compile_fog ENDCG } // Pass } // Subshader Fallback "Mobile/VertexLit" CustomEditor "LPWAsset.LPWShaderGUI" } // Shader how do i combine the functionality of the stencil shader to the water?

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