Add shaders
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Shader "AdvancedTerrainGrass/GridProjector" {
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Properties {
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_MainTex ("Cookie", 2D) = "gray" {}
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}
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Subshader {
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Tags {"Queue"="Transparent"}
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Pass {
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ZWrite Off
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ColorMask RGB
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Blend DstColor Zero
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Offset -1, -1
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct v2f {
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float4 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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float4x4 unity_Projector;
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float4x4 unity_ProjectorClip;
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float4 _MainTex_ST;
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v2f vert (float4 vertex : POSITION)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(vertex);
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o.uv = mul (unity_Projector, vertex );
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 tex = tex2D (_MainTex, i.uv * _MainTex_ST.xx - float2(0.5, 0.5) );
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tex = saturate( tex + 0.35);
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return tex;
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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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