Add shaders
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Shader "Sun_Temple/Decal" {
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Properties {
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_Color ("Color Tint (RGB), Fade (A)", Color) = (0.5, 0.5, 0.5, 0)
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_MainTex ("Albedo (RGB), Alpha (A)", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", range(0, 1)) = 0.7
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[NoScaleOffset] _DetailAlbedo ("DETAIL_Albedo", 2D) = "grey" {}
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_DetailTiling("DETAIL_Tiling", float) = 2
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}
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SubShader {
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Tags {"Queue" = "AlphaTest" "RenderType" = "TransparentCutout" "ForceNoShadowCasting" = "True"}
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LOD 400
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Cull Back
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Offset -1, -1
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CGPROGRAM
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#pragma surface surf Lambert fullforwardshadows nolightmap
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#pragma target 3.0
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sampler2D _MainTex, _DetailAlbedo;
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half4 _Color;
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half _Cutoff, _DetailTiling ;
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struct Input {
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half2 uv_MainTex;
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half2 uv_Dissolve;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half4 albedo = tex2D (_MainTex, IN.uv_MainTex);
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half detailAlbedo = tex2D(_DetailAlbedo, IN.uv_MainTex * _DetailTiling).r * unity_ColorSpaceDouble.rgb;
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albedo.rgb = albedo.rgb * _Color.rgb * LerpWhiteTo(detailAlbedo, 1);
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half alphaMask = albedo.a * detailAlbedo * _Color.a;
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clip(alphaMask - _Cutoff);
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o.Albedo = lerp(_Color.rgb, albedo.rgb, alphaMask);
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o.Alpha = alphaMask;
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}
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ENDCG
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}
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Fallback "Bumped Specular"
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}
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