 #endif
 #if defined(_NORMAL)
 #if defined(_TRIPLANAR_MAPPING)
-                fixed3 worldNormal : COLOR2;
-                fixed3 triplanarNormal : COLOR3;
+                fixed3 worldNormal : COLOR3;
+                fixed3 triplanarNormal : COLOR4;
                 float3 triplanarPosition : TEXCOORD6;
 #elif defined(_NORMAL_MAP)
-                fixed3 tangentX : COLOR2;
-                fixed3 tangentY : COLOR3;
-                fixed3 tangentZ : COLOR4;
-#else
-                fixed3 worldNormal : COLOR2;
+                fixed3 tangentX : COLOR3;
+                fixed3 tangentY : COLOR4;
+                fixed3 tangentZ : COLOR5;
+#else
+                fixed3 worldNormal : COLOR3;
 #endif
 #endif
                 UNITY_VERTEX_OUTPUT_STEREO

                // Final lighting mix.
                fixed4 output = albedo;
#if defined(_SPHERICAL_HARMONICS)
                fixed3 ambient = ShadeSH9(float4(worldNormal, 1.0));
#else
                fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25);
#endif


#if defined(_VERTEX_COLORS)
                o.color = v.color;
#endif

#if defined(_SPHERICAL_HARMONICS)
                o.ambient = ShadeSH9(float4(worldNormal, 1.0));
#endif

#if defined(_IRIDESCENCE)
