Move third party assets to ThirdParty folder
This commit is contained in:
70
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitAdditiveTwoSided.shader
vendored
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70
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitAdditiveTwoSided.shader
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Shader "UltimateXR/Basic Unlit/Unlit Additive Color (two-sided)"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1, 1, 1, 1)
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_Intensity("Intensity", Float) = 1.0
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
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LOD 100
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Pass
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{
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Blend SrcAlpha One
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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half _Intensity;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.uv) * _Color * i.color * _Intensity;
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}
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ENDCG
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}
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}
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}
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9
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitAdditiveTwoSided.shader.meta
vendored
Normal file
9
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitAdditiveTwoSided.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 731f2584e4c10844e8a69c916286b057
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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68
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitTransparentTwoSided.shader
vendored
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68
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitTransparentTwoSided.shader
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@@ -0,0 +1,68 @@
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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color (two-sided)"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.uv) * _Color * i.color;
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}
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ENDCG
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}
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}
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}
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9
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitTransparentTwoSided.shader.meta
vendored
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9
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitTransparentTwoSided.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 0feb5deb177ac2f4491169ffe1ed348e
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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69
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitTransparentTwoSidedNoDepth.shader
vendored
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69
Assets/ThirdParty/UltimateXR/Runtime/Shaders/BasicUnlit/UnlitTransparentTwoSidedNoDepth.shader
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@@ -0,0 +1,69 @@
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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color (two-sided, no depth test)"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.uv) * _Color * i.color;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 11d2f1b3cd6a7a04ba426732aa642dd7
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
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