; Merged Mod: .\000\Yunli.ini, .\001\Yunli.ini, .\002\Yunli.ini, .\003\Yunli.ini, .\004\Yunli.ini, .\005\Yunli.ini, .\006\Yunli.ini, .\007\Yunli.ini, .\008\Yunli.ini, .\009\Yunli.ini, .\010\Yunli.ini, .\011\Yunli.ini

; Constants ---------------------------

[Constants]
global persist $swapvar = 0
global $active
global $creditinfo = 0

[KeySwap]
condition = $active == 1
key = VK_DOWN
back = VK_UP

type = cycle
$swapvar = 0,1,2,3,4,5,6,7,8,9,10,11
$creditinfo = 0

[Present]
post $active = 0

; Shader ------------------------------

; Overrides ---------------------------

[TextureOverrideYunliHairPosition]
hash = 6c60e749
run = CommandListYunliHairPosition
$active = 1

[TextureOverrideYunliHairTexcoord]
hash = b2d80a36
run = CommandListYunliHairTexcoord

[TextureOverrideYunliHairVertexLimitRaise]
hash = 092a10a3

[TextureOverrideYunliHeadPosition]
hash = 44a7e483
run = CommandListYunliHeadPosition
$active = 1

[TextureOverrideYunliHeadTexcoord]
hash = 73530042
run = CommandListYunliHeadTexcoord

[TextureOverrideYunliHeadVertexLimitRaise]
hash = 625e8b72

[TextureOverrideYunliBodyPosition]
hash = afb1f48c
run = CommandListYunliBodyPosition
$active = 1

[TextureOverrideYunliBodyPosition2]
hash = 8d5695b1
run = CommandListYunliBodyPosition2
$active = 1

[TextureOverrideYunliBodyTexcoord]
hash = 3bd585f3
run = CommandListYunliBodyTexcoord

[TextureOverrideYunliBodyVertexLimitRaise]
hash = 1c4648ec

[TextureOverrideYunliHairIB]
hash = 9873bdf0
run = CommandListYunliHairIB

[TextureOverrideYunliHairA]
hash = 9873bdf0
match_first_index = 0
run = CommandListYunliHairA

[TextureOverrideYunliHairADiffuse]
hash = fc4ee04c
run = CommandListYunliHairADiffuse

[TextureOverrideYunliHairALightMap]
hash = 0d1bfe96
run = CommandListYunliHairALightMap

[TextureOverrideYunliHeadIB]
hash = 74618f38
run = CommandListYunliHeadIB

[TextureOverrideYunliHeadA]
hash = 74618f38
match_first_index = 0
run = CommandListYunliHeadA

[TextureOverrideYunliHeadADiffuse]
hash = a84f4af4
run = CommandListYunliHeadADiffuse

[TextureOverrideYunliHeadB]
hash = 74618f38
match_first_index = 12540
run = CommandListYunliHeadB

[TextureOverrideYunliBodyIB]
hash = e021a401
run = CommandListYunliBodyIB

[TextureOverrideYunliBodyA]
hash = e021a401
match_first_index = 0
run = CommandListYunliBodyA

[TextureOverrideYunliBodyADiffuse]
hash = dbb4f113
run = CommandListYunliBodyADiffuse

[TextureOverrideYunliBodyALightMap]
hash = 08c5a87c
run = CommandListYunliBodyALightMap

[TextureOverrideYunliBodyB]
hash = e021a401
match_first_index = 66528
run = CommandListYunliBodyB

; CommandList -------------------------

[CommandListYunliHairPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceYunliHairPosition.0
	vb2 = ResourceYunliHairBlend.0
	draw = 23297,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceYunliHairPosition.1
	vb2 = ResourceYunliHairBlend.1
	draw = 23297,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceYunliHairPosition.2
	vb2 = ResourceYunliHairBlend.2
	draw = 14903,0
else if $swapvar == 3
	handling = skip
	vb0 = ResourceYunliHairPosition.3
	vb2 = ResourceYunliHairBlend.3
	draw = 19364,0
else if $swapvar == 4
	handling = skip
	vb0 = ResourceYunliHairPosition.4
	vb2 = ResourceYunliHairBlend.4
	draw = 65031,0
else if $swapvar == 5
	handling = skip
	vb0 = ResourceYunliHairPosition.5
	vb2 = ResourceYunliHairBlend.5
	draw = 55887,0
else if $swapvar == 6
	handling = skip
	vb0 = ResourceYunliHairPosition.6
	vb2 = ResourceYunliHairBlend.6
	draw = 8321,0
else if $swapvar == 7
	handling = skip
	vb0 = ResourceYunliHairPosition.7
	vb2 = ResourceYunliHairBlend.7
	draw = 23297,0
else if $swapvar == 8
	handling = skip
	vb0 = ResourceYunliHairPosition.8
	vb2 = ResourceYunliHairBlend.8
	draw = 14903,0
else if $swapvar == 9
	handling = skip
	vb0 = ResourceYunliHairPosition.9
	vb2 = ResourceYunliHairBlend.9
	draw = 65031,0
else if $swapvar == 10
	handling = skip
	vb0 = ResourceYunliHairPosition.10
	vb2 = ResourceYunliHairBlend.10
	draw = 8321,0
else if $swapvar == 11
	handling = skip
	vb0 = ResourceYunliHairPosition.11
	vb2 = ResourceYunliHairBlend.11
	draw = 8321,0
endif

[CommandListYunliHairTexcoord]
if $swapvar == 0
	vb1 = ResourceYunliHairTexcoord.0
else if $swapvar == 1
	vb1 = ResourceYunliHairTexcoord.1
else if $swapvar == 2
	vb1 = ResourceYunliHairTexcoord.2
else if $swapvar == 3
	vb1 = ResourceYunliHairTexcoord.3
else if $swapvar == 4
	vb1 = ResourceYunliHairTexcoord.4
else if $swapvar == 5
	vb1 = ResourceYunliHairTexcoord.5
else if $swapvar == 6
	vb1 = ResourceYunliHairTexcoord.6
else if $swapvar == 7
	vb1 = ResourceYunliHairTexcoord.7
else if $swapvar == 8
	vb1 = ResourceYunliHairTexcoord.8
else if $swapvar == 9
	vb1 = ResourceYunliHairTexcoord.9
else if $swapvar == 10
	vb1 = ResourceYunliHairTexcoord.10
else if $swapvar == 11
	vb1 = ResourceYunliHairTexcoord.11
endif

[CommandListYunliHeadPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceYunliHeadPosition.0
	vb2 = ResourceYunliHeadBlend.0
	draw = 5273,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceYunliHeadPosition.1
	vb2 = ResourceYunliHeadBlend.1
	draw = 5273,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceYunliHeadPosition.2
	vb2 = ResourceYunliHeadBlend.2
	draw = 5273,0
else if $swapvar == 3
	handling = skip
	vb0 = ResourceYunliHeadPosition.3
	vb2 = ResourceYunliHeadBlend.3
	draw = 5273,0
else if $swapvar == 4
	handling = skip
	vb0 = ResourceYunliHeadPosition.4
	vb2 = ResourceYunliHeadBlend.4
	draw = 5273,0
else if $swapvar == 5
	handling = skip
	vb0 = ResourceYunliHeadPosition.5
	vb2 = ResourceYunliHeadBlend.5
	draw = 5273,0
else if $swapvar == 6
	handling = skip
	vb0 = ResourceYunliHeadPosition.6
	vb2 = ResourceYunliHeadBlend.6
	draw = 5375,0
else if $swapvar == 7
	handling = skip
	vb0 = ResourceYunliHeadPosition.7
	vb2 = ResourceYunliHeadBlend.7
	draw = 5273,0
else if $swapvar == 8
	handling = skip
	vb0 = ResourceYunliHeadPosition.8
	vb2 = ResourceYunliHeadBlend.8
	draw = 5273,0
else if $swapvar == 9
	handling = skip
	vb0 = ResourceYunliHeadPosition.9
	vb2 = ResourceYunliHeadBlend.9
	draw = 5273,0
else if $swapvar == 10
	handling = skip
	vb0 = ResourceYunliHeadPosition.10
	vb2 = ResourceYunliHeadBlend.10
	draw = 5375,0
else if $swapvar == 11
	handling = skip
	vb0 = ResourceYunliHeadPosition.11
	vb2 = ResourceYunliHeadBlend.11
	draw = 5375,0
endif

[CommandListYunliHeadTexcoord]
if $swapvar == 0
	vb1 = ResourceYunliHeadTexcoord.0
else if $swapvar == 1
	vb1 = ResourceYunliHeadTexcoord.1
else if $swapvar == 2
	vb1 = ResourceYunliHeadTexcoord.2
else if $swapvar == 3
	vb1 = ResourceYunliHeadTexcoord.3
else if $swapvar == 4
	vb1 = ResourceYunliHeadTexcoord.4
else if $swapvar == 5
	vb1 = ResourceYunliHeadTexcoord.5
else if $swapvar == 6
	vb1 = ResourceYunliHeadTexcoord.6
else if $swapvar == 7
	vb1 = ResourceYunliHeadTexcoord.7
else if $swapvar == 8
	vb1 = ResourceYunliHeadTexcoord.8
else if $swapvar == 9
	vb1 = ResourceYunliHeadTexcoord.9
else if $swapvar == 10
	vb1 = ResourceYunliHeadTexcoord.10
else if $swapvar == 11
	vb1 = ResourceYunliHeadTexcoord.11
endif

[CommandListYunliBodyPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceYunliBodyPosition.0
	vb2 = ResourceYunliBodyBlend.0
	draw = 27123,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceYunliBodyPosition.1
	vb2 = ResourceYunliBodyBlend.1
	draw = 17217,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceYunliBodyPosition.2
	vb2 = ResourceYunliBodyBlend.2
	draw = 33067,0
else if $swapvar == 3
	handling = skip
	vb0 = ResourceYunliBodyPosition.3
	vb2 = ResourceYunliBodyBlend.3
	draw = 10592,0
else if $swapvar == 4
	handling = skip
	vb0 = ResourceYunliBodyPosition.4
	vb2 = ResourceYunliBodyBlend.4
	draw = 110036,0
else if $swapvar == 5
	handling = skip
	vb0 = ResourceYunliBodyPosition.5
	vb2 = ResourceYunliBodyBlend.5
	draw = 110036,0
else if $swapvar == 6
	handling = skip
	vb0 = ResourceYunliBodyPosition.6
	vb2 = ResourceYunliBodyBlend.6
	draw = 36820,0
else if $swapvar == 7
	handling = skip
	vb0 = ResourceYunliBodyPosition.7
	vb2 = ResourceYunliBodyBlend.7
	draw = 10870,0
else if $swapvar == 8
	handling = skip
	vb0 = ResourceYunliBodyPosition.8
	vb2 = ResourceYunliBodyBlend.8
	draw = 24643,0
else if $swapvar == 9
	handling = skip
	vb0 = ResourceYunliBodyPosition.9
	vb2 = ResourceYunliBodyBlend.9
	draw = 12008,0
else if $swapvar == 10
	handling = skip
	vb0 = ResourceYunliBodyPosition.10
	vb2 = ResourceYunliBodyBlend.10
	draw = 21536,0
else if $swapvar == 11
	handling = skip
	vb0 = ResourceYunliBodyPosition.11
	vb2 = ResourceYunliBodyBlend.11
	draw = 20160,0
endif

[CommandListYunliBodyPosition2]
if $swapvar == 0
	handling = skip
	vb0 = ResourceYunliBodyPosition.0
	vb2 = ResourceYunliBodyBlend.0
	draw = 27123,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceYunliBodyPosition.1
	vb2 = ResourceYunliBodyBlend.1
	draw = 17217,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceYunliBodyPosition.2
	vb2 = ResourceYunliBodyBlend.2
	draw = 33067,0
else if $swapvar == 3
	handling = skip
	vb0 = ResourceYunliBodyPosition.3
	vb2 = ResourceYunliBodyBlend.3
	draw = 10592,0
else if $swapvar == 4
	handling = skip
	vb0 = ResourceYunliBodyPosition.4
	vb2 = ResourceYunliBodyBlend.4
	draw = 110036,0
else if $swapvar == 5
	handling = skip
	vb0 = ResourceYunliBodyPosition.5
	vb2 = ResourceYunliBodyBlend.5
	draw = 110036,0
else if $swapvar == 6
	handling = skip
	vb0 = ResourceYunliBodyPosition.6
	vb2 = ResourceYunliBodyBlend.6
	draw = 36820,0
else if $swapvar == 7
	handling = skip
	vb0 = ResourceYunliBodyPosition.7
	vb2 = ResourceYunliBodyBlend.7
	draw = 10870,0
else if $swapvar == 8
	handling = skip
	vb0 = ResourceYunliBodyPosition.8
	vb2 = ResourceYunliBodyBlend.8
	draw = 24643,0
else if $swapvar == 9
	handling = skip
	vb0 = ResourceYunliBodyPosition.9
	vb2 = ResourceYunliBodyBlend.9
	draw = 12008,0
else if $swapvar == 10
	handling = skip
	vb0 = ResourceYunliBodyPosition.10
	vb2 = ResourceYunliBodyBlend.10
	draw = 21536,0
else if $swapvar == 11
	handling = skip
	vb0 = ResourceYunliBodyPosition.11
	vb2 = ResourceYunliBodyBlend.11
	draw = 20160,0
endif

[CommandListYunliBodyTexcoord]
if $swapvar == 0
	vb1 = ResourceYunliBodyTexcoord.0
else if $swapvar == 1
	vb1 = ResourceYunliBodyTexcoord.1
else if $swapvar == 2
	vb1 = ResourceYunliBodyTexcoord.2
else if $swapvar == 3
	vb1 = ResourceYunliBodyTexcoord.3
else if $swapvar == 4
	vb1 = ResourceYunliBodyTexcoord.4
else if $swapvar == 5
	vb1 = ResourceYunliBodyTexcoord.5
else if $swapvar == 6
	vb1 = ResourceYunliBodyTexcoord.6
else if $swapvar == 7
	vb1 = ResourceYunliBodyTexcoord.7
else if $swapvar == 8
	vb1 = ResourceYunliBodyTexcoord.8
else if $swapvar == 9
	vb1 = ResourceYunliBodyTexcoord.9
else if $swapvar == 10
	vb1 = ResourceYunliBodyTexcoord.10
else if $swapvar == 11
	vb1 = ResourceYunliBodyTexcoord.11
endif

[CommandListYunliHairIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
	drawindexed = auto
else if $swapvar == 2
	handling = skip
	drawindexed = auto
else if $swapvar == 3
	handling = skip
	drawindexed = auto
else if $swapvar == 4
	handling = skip
	drawindexed = auto
else if $swapvar == 5
	handling = skip
	drawindexed = auto
else if $swapvar == 6
	handling = skip
	drawindexed = auto
else if $swapvar == 7
	handling = skip
	drawindexed = auto
else if $swapvar == 8
	handling = skip
	drawindexed = auto
else if $swapvar == 9
	handling = skip
	drawindexed = auto
else if $swapvar == 10
	handling = skip
	drawindexed = auto
else if $swapvar == 11
	handling = skip
	drawindexed = auto
endif

[CommandListYunliHairA]
if $swapvar == 0
	ib = ResourceYunliHairAIB.0
else if $swapvar == 1
	ib = ResourceYunliHairAIB.1
else if $swapvar == 2
	ib = ResourceYunliHairAIB.2
else if $swapvar == 3
	ib = ResourceYunliHairAIB.3
else if $swapvar == 4
	ib = ResourceYunliHairAIB.4
else if $swapvar == 5
	ib = ResourceYunliHairAIB.5
else if $swapvar == 6
	ib = ResourceYunliHairAIB.6
else if $swapvar == 7
	ib = ResourceYunliHairAIB.7
else if $swapvar == 8
	ib = ResourceYunliHairAIB.8
else if $swapvar == 9
	ib = ResourceYunliHairAIB.9
else if $swapvar == 10
	ib = ResourceYunliHairAIB.10
else if $swapvar == 11
	ib = ResourceYunliHairAIB.11
endif

[CommandListYunliHairADiffuse]
if $swapvar == 0
	this = ResourceYunliHairADiffuse.0
else if $swapvar == 1
	this = ResourceYunliHairADiffuse.1
else if $swapvar == 2
	this = ResourceYunliHairADiffuse.2
else if $swapvar == 3
	this = ResourceYunliHairADiffuse.3
else if $swapvar == 4
	this = ResourceYunliHairADiffuse.4
else if $swapvar == 5
	this = ResourceYunliHairADiffuse.5
else if $swapvar == 6
	this = ResourceYunliHairADiffuse.6
else if $swapvar == 7
	this = ResourceYunliHairADiffuse.7
else if $swapvar == 8
	this = ResourceYunliHairADiffuse.8
else if $swapvar == 9
	this = ResourceYunliHairADiffuse.9
else if $swapvar == 10
	this = ResourceYunliHairADiffuse.10
else if $swapvar == 11
	this = ResourceYunliHairADiffuse.11
endif

[CommandListYunliHairALightMap]
if $swapvar == 0
	this = ResourceYunliHairALightMap.0
else if $swapvar == 1
	this = ResourceYunliHairALightMap.1
else if $swapvar == 2
	this = ResourceYunliHairALightMap.2
else if $swapvar == 3
	this = ResourceYunliHairALightMap.3
else if $swapvar == 4
	this = ResourceYunliHairALightMap.4
else if $swapvar == 5
	this = ResourceYunliHairALightMap.5
else if $swapvar == 6
	this = ResourceYunliHairALightMap.6
else if $swapvar == 7
	this = ResourceYunliHairALightMap.7
else if $swapvar == 8
	this = ResourceYunliHairALightMap.8
else if $swapvar == 9
	this = ResourceYunliHairALightMap.9
else if $swapvar == 10
	this = ResourceYunliHairALightMap.10
else if $swapvar == 11
	this = ResourceYunliHairALightMap.11
endif

[CommandListYunliHeadIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
	drawindexed = auto
else if $swapvar == 2
	handling = skip
	drawindexed = auto
else if $swapvar == 3
	handling = skip
	drawindexed = auto
else if $swapvar == 4
	handling = skip
	drawindexed = auto
else if $swapvar == 5
	handling = skip
	drawindexed = auto
else if $swapvar == 6
	handling = skip
	drawindexed = auto
else if $swapvar == 7
	handling = skip
	drawindexed = auto
else if $swapvar == 8
	handling = skip
	drawindexed = auto
else if $swapvar == 9
	handling = skip
	drawindexed = auto
else if $swapvar == 10
	handling = skip
	drawindexed = auto
else if $swapvar == 11
	handling = skip
	drawindexed = auto
endif

[CommandListYunliHeadA]
if $swapvar == 0
	ib = ResourceYunliHeadAIB.0
else if $swapvar == 1
	ib = ResourceYunliHeadAIB.1
else if $swapvar == 2
	ib = ResourceYunliHeadAIB.2
else if $swapvar == 3
	ib = ResourceYunliHeadAIB.3
else if $swapvar == 4
	ib = ResourceYunliHeadAIB.4
else if $swapvar == 5
	ib = ResourceYunliHeadAIB.5
else if $swapvar == 6
	ib = ResourceYunliHeadAIB.6
else if $swapvar == 7
	ib = ResourceYunliHeadAIB.7
else if $swapvar == 8
	ib = ResourceYunliHeadAIB.8
else if $swapvar == 9
	ib = ResourceYunliHeadAIB.9
else if $swapvar == 10
	ib = ResourceYunliHeadAIB.10
else if $swapvar == 11
	ib = ResourceYunliHeadAIB.11
endif

[CommandListYunliHeadADiffuse]
if $swapvar == 0
	this = ResourceYunliHeadADiffuse.0
else if $swapvar == 1
	this = ResourceYunliHeadADiffuse.1
else if $swapvar == 2
	this = ResourceYunliHeadADiffuse.2
else if $swapvar == 3
	this = ResourceYunliHeadADiffuse.3
else if $swapvar == 4
	this = ResourceYunliHeadADiffuse.4
else if $swapvar == 5
	this = ResourceYunliHeadADiffuse.5
else if $swapvar == 6
	this = ResourceYunliHeadADiffuse.6
else if $swapvar == 7
	this = ResourceYunliHeadADiffuse.7
else if $swapvar == 8
	this = ResourceYunliHeadADiffuse.8
else if $swapvar == 9
	this = ResourceYunliHeadADiffuse.9
else if $swapvar == 10
	this = ResourceYunliHeadADiffuse.10
else if $swapvar == 11
	this = ResourceYunliHeadADiffuse.11
endif

[CommandListYunliHeadB]
if $swapvar == 0
	ib = null
else if $swapvar == 1
	ib = null
else if $swapvar == 2
	ib = null
else if $swapvar == 3
	ib = null
else if $swapvar == 4
	ib = null
else if $swapvar == 5
	ib = null
else if $swapvar == 6
	ib = null
else if $swapvar == 7
	ib = null
else if $swapvar == 8
	ib = null
else if $swapvar == 9
	ib = null
else if $swapvar == 10
	ib = null
else if $swapvar == 11
	ib = null
endif

[CommandListYunliBodyIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
	drawindexed = auto
else if $swapvar == 2
	handling = skip
	drawindexed = auto
else if $swapvar == 3
	handling = skip
	drawindexed = auto
else if $swapvar == 4
	handling = skip
	drawindexed = auto
else if $swapvar == 5
	handling = skip
	drawindexed = auto
else if $swapvar == 6
	handling = skip
	drawindexed = auto
else if $swapvar == 7
	handling = skip
	drawindexed = auto
else if $swapvar == 8
	handling = skip
	drawindexed = auto
else if $swapvar == 9
	handling = skip
	drawindexed = auto
else if $swapvar == 10
	handling = skip
	drawindexed = auto
else if $swapvar == 11
	handling = skip
	drawindexed = auto
endif

[CommandListYunliBodyA]
if $swapvar == 0
	ib = ResourceYunliBodyAIB.0
else if $swapvar == 1
	ib = ResourceYunliBodyAIB.1
else if $swapvar == 2
	ib = ResourceYunliBodyAIB.2
else if $swapvar == 3
	ib = ResourceYunliBodyAIB.3
else if $swapvar == 4
	ib = ResourceYunliBodyAIB.4
else if $swapvar == 5
	ib = ResourceYunliBodyAIB.5
else if $swapvar == 6
	ib = ResourceYunliBodyAIB.6
else if $swapvar == 7
	ib = ResourceYunliBodyAIB.7
else if $swapvar == 8
	ib = ResourceYunliBodyAIB.8
else if $swapvar == 9
	ib = ResourceYunliBodyAIB.9
else if $swapvar == 10
	ib = ResourceYunliBodyAIB.10
else if $swapvar == 11
	ib = ResourceYunliBodyAIB.11
endif

[CommandListYunliBodyADiffuse]
if $swapvar == 0
	this = ResourceYunliBodyADiffuse.0
else if $swapvar == 1
	this = ResourceYunliBodyADiffuse.1
else if $swapvar == 2
	this = ResourceYunliBodyADiffuse.2
else if $swapvar == 3
	this = ResourceYunliBodyADiffuse.3
else if $swapvar == 4
	this = ResourceYunliBodyADiffuse.4
else if $swapvar == 5
	this = ResourceYunliBodyADiffuse.5
else if $swapvar == 6
	this = ResourceYunliBodyADiffuse.6
else if $swapvar == 7
	this = ResourceYunliBodyADiffuse.7
else if $swapvar == 8
	this = ResourceYunliBodyADiffuse.8
else if $swapvar == 9
	this = ResourceYunliBodyADiffuse.9
else if $swapvar == 10
	this = ResourceYunliBodyADiffuse.10
else if $swapvar == 11
	this = ResourceYunliBodyADiffuse.11
endif

[CommandListYunliBodyALightMap]
if $swapvar == 0
	this = ResourceYunliBodyALightMap.0
else if $swapvar == 1
	this = ResourceYunliBodyALightMap.1
else if $swapvar == 2
	this = ResourceYunliBodyALightMap.2
else if $swapvar == 3
	this = ResourceYunliBodyALightMap.3
else if $swapvar == 4
	this = ResourceYunliBodyALightMap.4
else if $swapvar == 5
	this = ResourceYunliBodyALightMap.5
else if $swapvar == 6
	this = ResourceYunliBodyALightMap.6
else if $swapvar == 7
	this = ResourceYunliBodyALightMap.7
else if $swapvar == 8
	this = ResourceYunliBodyALightMap.8
else if $swapvar == 9
	this = ResourceYunliBodyALightMap.9
else if $swapvar == 10
	this = ResourceYunliBodyALightMap.10
else if $swapvar == 11
	this = ResourceYunliBodyALightMap.11
endif

[CommandListYunliBodyB]
if $swapvar == 0
	ib = null
else if $swapvar == 1
	ib = null
else if $swapvar == 2
	ib = null
else if $swapvar == 3
	ib = null
else if $swapvar == 4
	ib = null
else if $swapvar == 5
	ib = null
else if $swapvar == 6
	ib = null
else if $swapvar == 7
	ib = null
else if $swapvar == 8
	ib = null
else if $swapvar == 9
	ib = null
else if $swapvar == 10
	ib = null
else if $swapvar == 11
	ib = null
endif

; Resources ---------------------------

[ResourceYunliHairPosition.0]
type = Buffer
stride = 40
filename = .\000\YunliHairPosition.buf

[ResourceYunliHairBlend.0]
type = Buffer
stride = 32
filename = .\000\YunliHairBlend.buf

[ResourceYunliHairTexcoord.0]
type = Buffer
stride = 8
filename = .\000\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.0]
type = Buffer
stride = 40
filename = .\000\YunliHeadPosition.buf

[ResourceYunliHeadBlend.0]
type = Buffer
stride = 32
filename = .\000\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.0]
type = Buffer
stride = 8
filename = .\000\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.0]
type = Buffer
stride = 40
filename = .\000\YunliBodyPosition.buf

[ResourceYunliBodyBlend.0]
type = Buffer
stride = 32
filename = .\000\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.0]
type = Buffer
stride = 20
filename = .\000\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\000\YunliHairA.ib

[ResourceYunliHeadAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\000\YunliHeadA.ib

[ResourceYunliHeadBIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\000\YunliHeadB.ib

[ResourceYunliBodyAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\000\YunliBodyA.ib

[ResourceYunliBodyBIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\000\YunliBodyB.ib

[ResourceYunliHairADiffuse.0]
filename = .\000\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.0]
filename = .\000\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.0]
filename = .\000\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.0]
filename = .\000\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.0]
filename = .\000\YunliBodyALightMap.dds

[ResourceYunliHairPosition.1]
type = Buffer
stride = 40
filename = .\001\YunliHairPosition.buf

[ResourceYunliHairBlend.1]
type = Buffer
stride = 32
filename = .\001\YunliHairBlend.buf

[ResourceYunliHairTexcoord.1]
type = Buffer
stride = 8
filename = .\001\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.1]
type = Buffer
stride = 40
filename = .\001\YunliHeadPosition.buf

[ResourceYunliHeadBlend.1]
type = Buffer
stride = 32
filename = .\001\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.1]
type = Buffer
stride = 8
filename = .\001\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.1]
type = Buffer
stride = 40
filename = .\001\YunliBodyPosition.buf

[ResourceYunliBodyBlend.1]
type = Buffer
stride = 32
filename = .\001\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.1]
type = Buffer
stride = 20
filename = .\001\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\001\YunliHairA.ib

[ResourceYunliHeadAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\001\YunliHeadA.ib

[ResourceYunliHeadBIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\001\YunliHeadB.ib

[ResourceYunliBodyAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\001\YunliBodyA.ib

[ResourceYunliBodyBIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\001\YunliBodyB.ib

[ResourceYunliHairADiffuse.1]
filename = .\001\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.1]
filename = .\001\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.1]
filename = .\001\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.1]
filename = .\000\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.1]
filename = .\000\YunliBodyALightMap.dds

[ResourceYunliHairPosition.2]
type = Buffer
stride = 40
filename = .\002\YunliHairPosition.buf

[ResourceYunliHairBlend.2]
type = Buffer
stride = 32
filename = .\002\YunliHairBlend.buf

[ResourceYunliHairTexcoord.2]
type = Buffer
stride = 8
filename = .\002\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.2]
type = Buffer
stride = 40
filename = .\002\YunliHeadPosition.buf

[ResourceYunliHeadBlend.2]
type = Buffer
stride = 32
filename = .\002\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.2]
type = Buffer
stride = 8
filename = .\002\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.2]
type = Buffer
stride = 40
filename = .\002\YunliBodyPosition.buf

[ResourceYunliBodyBlend.2]
type = Buffer
stride = 32
filename = .\002\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.2]
type = Buffer
stride = 20
filename = .\002\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\002\YunliHairA.ib

[ResourceYunliHeadAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\002\YunliHeadA.ib

[ResourceYunliHeadBIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\002\YunliHeadB.ib

[ResourceYunliBodyAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\002\YunliBodyA.ib

[ResourceYunliBodyBIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\002\YunliBodyB.ib

[ResourceYunliHairADiffuse.2]
filename = .\002\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.2]
filename = .\002\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.2]
filename = .\002\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.2]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.2]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.3]
type = Buffer
stride = 40
filename = .\003\YunliHairPosition.buf

[ResourceYunliHairBlend.3]
type = Buffer
stride = 32
filename = .\003\YunliHairBlend.buf

[ResourceYunliHairTexcoord.3]
type = Buffer
stride = 8
filename = .\003\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.3]
type = Buffer
stride = 40
filename = .\003\YunliHeadPosition.buf

[ResourceYunliHeadBlend.3]
type = Buffer
stride = 32
filename = .\003\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.3]
type = Buffer
stride = 8
filename = .\003\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.3]
type = Buffer
stride = 40
filename = .\003\YunliBodyPosition.buf

[ResourceYunliBodyBlend.3]
type = Buffer
stride = 32
filename = .\003\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.3]
type = Buffer
stride = 20
filename = .\003\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\003\YunliHairA.ib

[ResourceYunliHeadAIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\003\YunliHeadA.ib

[ResourceYunliHeadBIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\003\YunliHeadB.ib

[ResourceYunliBodyAIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\003\YunliBodyA.ib

[ResourceYunliBodyBIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\003\YunliBodyB.ib

[ResourceYunliHairADiffuse.3]
filename = .\003\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.3]
filename = .\003\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.3]
filename = .\003\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.3]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.3]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.4]
type = Buffer
stride = 40
filename = .\004\YunliHairPosition.buf

[ResourceYunliHairBlend.4]
type = Buffer
stride = 32
filename = .\004\YunliHairBlend.buf

[ResourceYunliHairTexcoord.4]
type = Buffer
stride = 8
filename = .\004\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.4]
type = Buffer
stride = 40
filename = .\004\YunliHeadPosition.buf

[ResourceYunliHeadBlend.4]
type = Buffer
stride = 32
filename = .\004\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.4]
type = Buffer
stride = 8
filename = .\004\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.4]
type = Buffer
stride = 40
filename = .\004\YunliBodyPosition.buf

[ResourceYunliBodyBlend.4]
type = Buffer
stride = 32
filename = .\004\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.4]
type = Buffer
stride = 20
filename = .\004\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\004\YunliHairA.ib

[ResourceYunliHeadAIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\004\YunliHeadA.ib

[ResourceYunliHeadBIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\004\YunliHeadB.ib

[ResourceYunliBodyAIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\004\YunliBodyA.ib

[ResourceYunliBodyBIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\004\YunliBodyB.ib

[ResourceYunliHairADiffuse.4]
filename = .\004\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.4]
filename = .\004\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.4]
filename = .\004\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.4]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.4]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.5]
type = Buffer
stride = 40
filename = .\005\YunliHairPosition.buf

[ResourceYunliHairBlend.5]
type = Buffer
stride = 32
filename = .\005\YunliHairBlend.buf

[ResourceYunliHairTexcoord.5]
type = Buffer
stride = 8
filename = .\005\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.5]
type = Buffer
stride = 40
filename = .\005\YunliHeadPosition.buf

[ResourceYunliHeadBlend.5]
type = Buffer
stride = 32
filename = .\005\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.5]
type = Buffer
stride = 8
filename = .\005\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.5]
type = Buffer
stride = 40
filename = .\005\YunliBodyPosition.buf

[ResourceYunliBodyBlend.5]
type = Buffer
stride = 32
filename = .\005\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.5]
type = Buffer
stride = 20
filename = .\005\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\005\YunliHairA.ib

[ResourceYunliHeadAIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\005\YunliHeadA.ib

[ResourceYunliHeadBIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\005\YunliHeadB.ib

[ResourceYunliBodyAIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\005\YunliBodyA.ib

[ResourceYunliBodyBIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\005\YunliBodyB.ib

[ResourceYunliHairADiffuse.5]
filename = .\005\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.5]
filename = .\005\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.5]
filename = .\005\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.5]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.5]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.6]
type = Buffer
stride = 40
filename = .\006\YunliHairPosition.buf

[ResourceYunliHairBlend.6]
type = Buffer
stride = 32
filename = .\006\YunliHairBlend.buf

[ResourceYunliHairTexcoord.6]
type = Buffer
stride = 8
filename = .\006\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.6]
type = Buffer
stride = 40
filename = .\006\YunliHeadPosition.buf

[ResourceYunliHeadBlend.6]
type = Buffer
stride = 32
filename = .\006\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.6]
type = Buffer
stride = 8
filename = .\006\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.6]
type = Buffer
stride = 40
filename = .\006\YunliBodyPosition.buf

[ResourceYunliBodyBlend.6]
type = Buffer
stride = 32
filename = .\006\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.6]
type = Buffer
stride = 20
filename = .\006\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\006\YunliHairA.ib

[ResourceYunliHeadAIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\006\YunliHeadA.ib

[ResourceYunliHeadBIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\006\YunliHeadB.ib

[ResourceYunliBodyAIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\006\YunliBodyA.ib

[ResourceYunliBodyBIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\006\YunliBodyB.ib

[ResourceYunliHairADiffuse.6]
filename = .\006\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.6]
filename = .\006\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.6]
filename = .\006\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.6]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.6]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.7]
type = Buffer
stride = 40
filename = .\007\YunliHairPosition.buf

[ResourceYunliHairBlend.7]
type = Buffer
stride = 32
filename = .\007\YunliHairBlend.buf

[ResourceYunliHairTexcoord.7]
type = Buffer
stride = 8
filename = .\007\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.7]
type = Buffer
stride = 40
filename = .\007\YunliHeadPosition.buf

[ResourceYunliHeadBlend.7]
type = Buffer
stride = 32
filename = .\007\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.7]
type = Buffer
stride = 8
filename = .\007\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.7]
type = Buffer
stride = 40
filename = .\007\YunliBodyPosition.buf

[ResourceYunliBodyBlend.7]
type = Buffer
stride = 32
filename = .\007\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.7]
type = Buffer
stride = 20
filename = .\007\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\007\YunliHairA.ib

[ResourceYunliHeadAIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\007\YunliHeadA.ib

[ResourceYunliHeadBIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\007\YunliHeadB.ib

[ResourceYunliBodyAIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\007\YunliBodyA.ib

[ResourceYunliBodyBIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\007\YunliBodyB.ib

[ResourceYunliHairADiffuse.7]
filename = .\007\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.7]
filename = .\007\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.7]
filename = .\007\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.7]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.7]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.8]
type = Buffer
stride = 40
filename = .\008\YunliHairPosition.buf

[ResourceYunliHairBlend.8]
type = Buffer
stride = 32
filename = .\008\YunliHairBlend.buf

[ResourceYunliHairTexcoord.8]
type = Buffer
stride = 8
filename = .\008\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.8]
type = Buffer
stride = 40
filename = .\008\YunliHeadPosition.buf

[ResourceYunliHeadBlend.8]
type = Buffer
stride = 32
filename = .\008\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.8]
type = Buffer
stride = 8
filename = .\008\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.8]
type = Buffer
stride = 40
filename = .\008\YunliBodyPosition.buf

[ResourceYunliBodyBlend.8]
type = Buffer
stride = 32
filename = .\008\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.8]
type = Buffer
stride = 20
filename = .\008\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\008\YunliHairA.ib

[ResourceYunliHeadAIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\008\YunliHeadA.ib

[ResourceYunliHeadBIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\008\YunliHeadB.ib

[ResourceYunliBodyAIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\008\YunliBodyA.ib

[ResourceYunliBodyBIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\008\YunliBodyB.ib

[ResourceYunliHairADiffuse.8]
filename = .\008\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.8]
filename = .\008\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.8]
filename = .\008\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.8]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.8]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.9]
type = Buffer
stride = 40
filename = .\009\YunliHairPosition.buf

[ResourceYunliHairBlend.9]
type = Buffer
stride = 32
filename = .\009\YunliHairBlend.buf

[ResourceYunliHairTexcoord.9]
type = Buffer
stride = 8
filename = .\009\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.9]
type = Buffer
stride = 40
filename = .\009\YunliHeadPosition.buf

[ResourceYunliHeadBlend.9]
type = Buffer
stride = 32
filename = .\009\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.9]
type = Buffer
stride = 8
filename = .\009\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.9]
type = Buffer
stride = 40
filename = .\009\YunliBodyPosition.buf

[ResourceYunliBodyBlend.9]
type = Buffer
stride = 32
filename = .\009\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.9]
type = Buffer
stride = 20
filename = .\009\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\009\YunliHairA.ib

[ResourceYunliHeadAIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\009\YunliHeadA.ib

[ResourceYunliHeadBIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\009\YunliHeadB.ib

[ResourceYunliBodyAIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\009\YunliBodyA.ib

[ResourceYunliBodyBIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\009\YunliBodyB.ib

[ResourceYunliHairADiffuse.9]
filename = .\009\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.9]
filename = .\009\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.9]
filename = .\009\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.9]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.9]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.10]
type = Buffer
stride = 40
filename = .\010\YunliHairPosition.buf

[ResourceYunliHairBlend.10]
type = Buffer
stride = 32
filename = .\010\YunliHairBlend.buf

[ResourceYunliHairTexcoord.10]
type = Buffer
stride = 8
filename = .\010\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.10]
type = Buffer
stride = 40
filename = .\010\YunliHeadPosition.buf

[ResourceYunliHeadBlend.10]
type = Buffer
stride = 32
filename = .\010\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.10]
type = Buffer
stride = 8
filename = .\010\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.10]
type = Buffer
stride = 40
filename = .\010\YunliBodyPosition.buf

[ResourceYunliBodyBlend.10]
type = Buffer
stride = 32
filename = .\010\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.10]
type = Buffer
stride = 20
filename = .\010\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.10]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\010\YunliHairA.ib

[ResourceYunliHeadAIB.10]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\010\YunliHeadA.ib

[ResourceYunliHeadBIB.10]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\010\YunliHeadB.ib

[ResourceYunliBodyAIB.10]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\010\YunliBodyA.ib

[ResourceYunliBodyBIB.10]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\010\YunliBodyB.ib

[ResourceYunliHairADiffuse.10]
filename = .\010\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.10]
filename = .\010\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.10]
filename = .\010\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.10]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.10]
filename = .\002\YunliBodyALightMap.dds

[ResourceYunliHairPosition.11]
type = Buffer
stride = 40
filename = .\011\YunliHairPosition.buf

[ResourceYunliHairBlend.11]
type = Buffer
stride = 32
filename = .\011\YunliHairBlend.buf

[ResourceYunliHairTexcoord.11]
type = Buffer
stride = 8
filename = .\011\YunliHairTexcoord.buf

[ResourceYunliHeadPosition.11]
type = Buffer
stride = 40
filename = .\011\YunliHeadPosition.buf

[ResourceYunliHeadBlend.11]
type = Buffer
stride = 32
filename = .\011\YunliHeadBlend.buf

[ResourceYunliHeadTexcoord.11]
type = Buffer
stride = 8
filename = .\011\YunliHeadTexcoord.buf

[ResourceYunliBodyPosition.11]
type = Buffer
stride = 40
filename = .\011\YunliBodyPosition.buf

[ResourceYunliBodyBlend.11]
type = Buffer
stride = 32
filename = .\011\YunliBodyBlend.buf

[ResourceYunliBodyTexcoord.11]
type = Buffer
stride = 20
filename = .\011\YunliBodyTexcoord.buf

[ResourceYunliHairAIB.11]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\011\YunliHairA.ib

[ResourceYunliHeadAIB.11]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\011\YunliHeadA.ib

[ResourceYunliHeadBIB.11]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\011\YunliHeadB.ib

[ResourceYunliBodyAIB.11]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\011\YunliBodyA.ib

[ResourceYunliBodyBIB.11]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\011\YunliBodyB.ib

[ResourceYunliHairADiffuse.11]
filename = .\011\YunliHairADiffuse.dds

[ResourceYunliHairALightMap.11]
filename = .\011\YunliHairALightMap.dds

[ResourceYunliHeadADiffuse.11]
filename = .\011\YunliHeadADiffuse.dds

[ResourceYunliBodyADiffuse.11]
filename = .\002\YunliBodyADiffuse.dds

[ResourceYunliBodyALightMap.11]
filename = .\002\YunliBodyALightMap.dds



; .ini generated by GIMI (Genshin-Impact-Model-Importer) mod merger script
; If you have any issues or find any bugs, please open a ticket at https://github.com/SilentNightSound/GI-Model-Importer/issues or contact SilentNightSound#7430 on discord