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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Transparent/Refractive"
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{
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Properties
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{
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_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
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_BumpMap ("Normal Map (RGB)", 2D) = "bump" {}
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_Mask ("Specularity (R), Shininess (G), Refraction (B)", 2D) = "black" {}
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_Color ("Color Tint", Color) = (1,1,1,1)
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_Specular ("Specular Color", Color) = (0,0,0,0)
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_Focus ("Focus", Range(-100.0, 100.0)) = -100.0
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_Shininess ("Shininess", Range(0.01, 1.0)) = 0.2
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}
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Category
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{
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Tags
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{
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"Queue" = "Transparent+1"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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SubShader
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{
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LOD 500
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GrabPass
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{
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Name "BASE"
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Tags { "LightMode" = "Always" }
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}
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Cull Off
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater 0
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CGPROGRAM
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#pragma exclude_renderers gles
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#pragma vertex vert
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#pragma surface surf PPL alpha
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#include "UnityCG.cginc"
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sampler2D _GrabTexture;
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Mask;
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fixed4 _Color;
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fixed4 _Specular;
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half4 _GrabTexture_TexelSize;
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half _Focus;
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half _Shininess;
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struct Input
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{
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float4 position : POSITION;
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float2 uv_MainTex : TEXCOORD0;
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float4 color : COLOR;
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float4 proj : TEXCOORD1;
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};
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void vert (inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.position = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.proj.xy = (float2(o.position.x, o.position.y * scale) + o.position.w) * 0.5;
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o.proj.zw = o.position.zw;
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 tex = tex2D(_MainTex, IN.uv_MainTex);
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half3 nm = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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half3 mask = tex2D(_Mask, IN.uv_MainTex);
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float2 offset = nm.xy * _GrabTexture_TexelSize.xy * _Focus;
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IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
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half4 ref = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(IN.proj));
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half4 col;
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col.rgb = lerp(IN.color.rgb * tex.rgb, _Color.rgb * ref.rgb, mask.b);
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col.a = IN.color.a * _Color.a * tex.a;
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o.Albedo = col.rgb;
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o.Normal = nm;
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o.Specular = mask.r;
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o.Gloss = _Shininess * mask.g;
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o.Alpha = col.a;
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}
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// Forward lighting
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half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
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{
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half3 nNormal = normalize(s.Normal);
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half shininess = s.Gloss * 250.0 + 4.0;
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#ifndef USING_DIRECTIONAL_LIGHT
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lightDir = normalize(lightDir);
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#endif
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// Phong shading model
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half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
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// Blinn-Phong shading model
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//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
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half diffuseFactor = max(0.0, dot(nNormal, lightDir));
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half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
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half4 c;
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c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
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c.rgb *= (atten * 2.0);
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c.a = s.Alpha;
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return c;
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}
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ENDCG
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}
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SubShader
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{
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LOD 400
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Cull Off
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater 0
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CGPROGRAM
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#pragma surface surf PPL alpha
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Mask;
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float4 _Color;
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float4 _Specular;
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float _Shininess;
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struct Input
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{
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float4 position : POSITION;
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float2 uv_MainTex : TEXCOORD0;
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float4 color : COLOR;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 tex = tex2D(_MainTex, IN.uv_MainTex);
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half3 nm = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
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half3 mask = tex2D(_Mask, IN.uv_MainTex);
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half4 col;
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col.rgb = IN.color.rgb * tex.rgb;
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col.rgb = lerp(col.rgb, _Color.rgb, mask.b * 0.5);
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col.a = IN.color.a * _Color.a * tex.a;
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o.Albedo = col.rgb;
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o.Normal = nm;
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o.Specular = mask.r;
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o.Gloss = _Shininess * mask.g;
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o.Alpha = col.a;
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}
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// Forward lighting
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half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
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{
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half3 nNormal = normalize(s.Normal);
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half shininess = s.Gloss * 250.0 + 4.0;
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#ifndef USING_DIRECTIONAL_LIGHT
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lightDir = normalize(lightDir);
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#endif
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// Phong shading model
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half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
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// Blinn-Phong shading model
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//half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
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half diffuseFactor = max(0.0, dot(nNormal, lightDir));
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half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
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half4 c;
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c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
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c.rgb *= (atten * 2.0);
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c.a = s.Alpha;
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return c;
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}
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ENDCG
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}
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SubShader
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{
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LOD 300
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Cull Off
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater 0
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CGPROGRAM
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#pragma surface surf BlinnPhong alpha
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _Mask;
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float4 _Color;
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struct Input
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{
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float4 position : POSITION;
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float2 uv_MainTex : TEXCOORD0;
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float4 color : COLOR;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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half4 tex = tex2D(_MainTex, IN.uv_MainTex);
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half3 mask = tex2D(_Mask, IN.uv_MainTex);
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half4 col;
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col.rgb = IN.color.rgb * tex.rgb;
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col.rgb = lerp(col.rgb, _Color.rgb, mask.b * 0.5);
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col.a = IN.color.a * _Color.a * tex.a;
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o.Albedo = col.rgb;
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o.Alpha = col.a;
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}
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ENDCG
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}
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SubShader
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{
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LOD 100
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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ColorMask RGB
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AlphaTest Greater .01
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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ColorMaterial AmbientAndDiffuse
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SetTexture [_MainTex]
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{
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Combine Texture * Primary
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}
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}
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}
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}
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Fallback Off
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}
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