Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/LensFlareCreate" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv[4] : TEXCOORD0;
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};
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fixed4 colorA;
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fixed4 colorB;
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fixed4 colorC;
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fixed4 colorD;
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sampler2D _MainTex;
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v2f vert( appdata_img v ) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5;
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o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5;
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o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5;
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o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 color = float4 (0,0,0,0);
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color += tex2D(_MainTex, i.uv[0] ) * colorA;
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color += tex2D(_MainTex, i.uv[1] ) * colorB;
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color += tex2D(_MainTex, i.uv[2] ) * colorC;
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color += tex2D(_MainTex, i.uv[3] ) * colorD;
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return color;
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}
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ENDCG
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Subshader {
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Blend One One
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Pass {
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ZTest Always Cull Off 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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ENDCG
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}
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}
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Fallback off
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} // shader
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