Readd missing import files
This commit is contained in:
@@ -0,0 +1,56 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "GizmosShader"
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{
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Properties
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{
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_Color("Main 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+1" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
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Lighting Off
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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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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float4 _Color;
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float _Scale;
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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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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o = (v2f)0;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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return _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: 5600d4972a5910646b12d14cf5ad3ee2
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timeCreated: 1481857916
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licenseType: Store
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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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@@ -0,0 +1,76 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Rotate
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m_Shader: {fileID: 4800000, guid: 5b6767f2de9fd3b42b1149059c1d0da5, type: 3}
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 5
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 3000
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _Glossiness: 0.5
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 28a74dffe4185984da202c38086e7a7e
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timeCreated: 1481857916
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licenseType: Store
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,64 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "RotateShader"
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{
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SubShader
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{
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Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Lighting Off
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//ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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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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float4 _Color;
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float _Scale;
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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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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float3 normal : NORMAL;
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};
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v2f vert (appdata v)
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{
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v2f o = (v2f)0;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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/*float3 pos = v.vertex.xyz + float3(0.01,0.01,0.0);
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pos.y = 0;
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o.normal = mul((float3x3)UNITY_MATRIX_MV, normalize(pos));*/
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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/*float angle = dot(i.normal,float3(0,0,1));
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if (angle < 0)
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{
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i.color = i.color.r * 0.299 + i.color.g * 0.587 + i.color.b * 0.114;
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}*/
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return 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: f5c68f471b9c97347baea380d21fa12b
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timeCreated: 1481857916
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licenseType: Store
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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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@@ -0,0 +1,55 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TransparentShader"
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{
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Properties
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{
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_Color("Color Tint", 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" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Lighting Off
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite On
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Cull Back
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Pass
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{
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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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float4 _Color;
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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return _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: 5b6767f2de9fd3b42b1149059c1d0da5
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timeCreated: 1481859361
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licenseType: Store
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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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