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496 B

SubShader
{
${Tags}
${Blending}
${Culling}
${ZTest}
${ZWrite}
LOD ${LOD}
CGPROGRAM
#pragma target 3.0
#pragma surface surf ${LightingFunctionName} ${VertexShaderDecl}
#pragma glsl
#pragma debug
${ShaderFunctions}
${ShaderPropertyUsages}
struct Input
{
${ShaderInputs}
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
${VertexShaderBody}
}
void surf (Input IN, inout ${SurfaceOutputStructureName} o)
{
${PixelShaderBody}
}
ENDCG
}