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SubShader |
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SubShader |
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{ |
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${Tags} |
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${Blending} |
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LOD ${LOD} |
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#pragma surface surf ${LightingFunctionName} ${VertexShaderDecl} |
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#pragma surface surf ${LightingFunctionName} ${VertexShaderDecl} keepalpha |
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#pragma glsl |
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#pragma debug |
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struct Input |
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struct Input |
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{ |
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${ShaderInputs} |
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}; |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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${VertexShaderBody} |
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} |
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void surf (Input IN, inout ${SurfaceOutputStructureName} o) |
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void surf (Input IN, inout ${SurfaceOutputStructureName} o) |
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o.Alpha = 1; |
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${PixelShaderBody} |
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} |
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ENDCG |