Add shaders
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Shader "NatureManufacture/Particles/Moon"
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{
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Properties
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{
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[HDR]_Moon_Color_RGB_Alpha_A("Moon Color (RGB) Alpha(A)", Color) = (1,1,1,1)
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_Moon_Texture_RGB_Alpha_A("Moon Texture (RGB) Alpha (A)", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Unlit alpha:fade keepalpha noshadow nofog
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform float4 _Moon_Color_RGB_Alpha_A;
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uniform sampler2D _Moon_Texture_RGB_Alpha_A;
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uniform float4 _Moon_Texture_RGB_Alpha_A_ST;
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inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
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{
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return half4 ( 0, 0, 0, s.Alpha );
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}
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void surf( Input i , inout SurfaceOutput o )
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{
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float3 appendResult309 = (float3(_Moon_Color_RGB_Alpha_A.rgb));
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float2 uv_Moon_Texture_RGB_Alpha_A = i.uv_texcoord * _Moon_Texture_RGB_Alpha_A_ST.xy + _Moon_Texture_RGB_Alpha_A_ST.zw;
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float4 tex2DNode328 = tex2D( _Moon_Texture_RGB_Alpha_A, uv_Moon_Texture_RGB_Alpha_A );
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float3 appendResult312 = (float3(tex2DNode328.rgb));
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o.Emission = ( appendResult309 * appendResult312 );
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o.Alpha = ( _Moon_Color_RGB_Alpha_A.a * tex2DNode328.a );
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}
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ENDCG
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}
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}
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