Add shaders
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Shader "GlobalSnow/Snow Particle Surface Shader Opaque" {
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Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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_Cutoff ("Alpha cutoff", Float) = 0.01
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}
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Subshader {
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Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="ParticleCutOut" }
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ColorMask RGB
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Cull Off ZWrite On
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CGPROGRAM
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#pragma surface surf Simple vertex:vert
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#pragma target 3.0
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed _Cutoff;
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struct Input {
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fixed4 color: COLOR;
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float2 uv_MainTex;
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};
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half4 LightingSimple(SurfaceOutput s, half3 lightDir, half atten) {
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half4 c;
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c.rgb = saturate(s.Albedo * _LightColor0.rgb * atten);
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c.a = s.Alpha;
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return c;
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}
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void vert(inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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fixed4 co = tex2D(_MainTex, IN.uv_MainTex);
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clip (co.a * IN.color.a - _Cutoff);
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o.Albedo = co.rgb;
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}
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ENDCG
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}
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}
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