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-// - Vertex Lit + ShadowCaster
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-// - Premultiplied Alpha Blending (Optional straight alpha input)
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-// - Double-sided, no depth
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-
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-Shader "Spine/Skeleton Lit" {
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- Properties {
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- _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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- [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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- [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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- [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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- }
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-
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- SubShader {
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- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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- LOD 100
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-
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- Cull Off
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- ZWrite Off
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- Blend One OneMinusSrcAlpha
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-
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- Stencil {
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- Ref[_StencilRef]
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- Comp[_StencilComp]
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- Pass Keep
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- }
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-
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-// Pass {
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-// Tags { "LightMode"="Vertex" }
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-// ColorMaterial AmbientAndDiffuse
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-// Lighting On
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-// SetTexture [_MainTex] {
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-// Combine texture * primary DOUBLE, texture * primary
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-// }
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-// }
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-
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- Pass {
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- Tags {
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- "LIGHTMODE"="Vertex"
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- "QUEUE"="Transparent"
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- "IGNOREPROJECTOR"="true"
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- "RenderType"="Transparent"
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- }
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-
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- ZWrite Off
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- Cull Off
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- Blend One OneMinusSrcAlpha
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-
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- CGPROGRAM
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- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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- #pragma vertex vert
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- #pragma fragment frag
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- #pragma target 2.0
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- #include "UnityCG.cginc"
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-
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- // ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
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- #if defined(SHADER_API_GLES)
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- #define LIGHT_LOOP_LIMIT 8
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- #elif defined(SHADER_API_N3DS)
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- #define LIGHT_LOOP_LIMIT 4
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- #else
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- #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
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- #endif
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-
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- #pragma multi_compile __ POINT SPOT
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-
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- half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) {
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- half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
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- // diffuse
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- half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
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- return color * atten;
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- }
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-
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- half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half4 diffuseColor) {
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- float3 dirToLight = unity_LightPosition[idx].xyz;
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- half att = 1.0;
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-
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- #if defined(POINT) || defined(SPOT)
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- dirToLight -= eyePosition * unity_LightPosition[idx].w;
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-
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- // distance attenuation
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- float distSqr = dot(dirToLight, dirToLight);
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- att /= (1.0 + unity_LightAtten[idx].z * distSqr);
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- if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
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- distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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- dirToLight *= rsqrt(distSqr);
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- #if defined(SPOT)
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-
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- // spot angle attenuation
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- half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
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- half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
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- att *= saturate(spotAtt);
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- #endif
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- #endif
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-
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- att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
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- return min (computeLighting (idx, dirToLight, eyeNormal, diffuseColor, att), 1.0);
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- }
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-
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- int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
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-
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- struct appdata {
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- float3 pos : POSITION;
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- float3 normal : NORMAL;
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- half4 color : COLOR;
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- float2 uv0 : TEXCOORD0;
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- UNITY_VERTEX_INPUT_INSTANCE_ID
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- };
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-
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- struct VertexOutput {
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- fixed4 color : COLOR0;
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- float2 uv0 : TEXCOORD0;
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- float4 pos : SV_POSITION;
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- UNITY_VERTEX_OUTPUT_STEREO
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- };
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-
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- VertexOutput vert (appdata v) {
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- VertexOutput o;
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- UNITY_SETUP_INSTANCE_ID(v);
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- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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-
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- half4 color = v.color;
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- float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
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- half3 fixedNormal = half3(0,0,-1);
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- half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
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- //half3 eyeNormal = half3(0,0,1);
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-
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- // Lights
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- half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
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- for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
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- lcolor += computeOneLight(il, eyePos, eyeNormal, color);
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- }
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-
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- color.rgb = lcolor.rgb;
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- o.color = saturate(color);
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- o.uv0 = v.uv0;
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- o.pos = UnityObjectToClipPos(v.pos);
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- return o;
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- }
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-
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- sampler2D _MainTex;
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-
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- fixed4 frag (VertexOutput i) : SV_Target {
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- fixed4 tex = tex2D(_MainTex, i.uv0);
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-
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- fixed4 col;
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-
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- #if defined(_STRAIGHT_ALPHA_INPUT)
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- col.rgb = tex * i.color * tex.a;
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- #else
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- col.rgb = tex * i.color;
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- #endif
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-
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- col *= 2;
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- col.a = tex.a * i.color.a;
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- return col;
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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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- Pass {
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- Name "Caster"
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- Tags { "LightMode"="ShadowCaster" }
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- Offset 1, 1
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-
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- Fog { Mode Off }
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- ZWrite On
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- ZTest LEqual
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- Cull Off
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- Lighting Off
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-
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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_shadowcaster
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- #pragma fragmentoption ARB_precision_hint_fastest
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- #include "UnityCG.cginc"
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- struct v2f {
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- V2F_SHADOW_CASTER;
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- float4 uvAndAlpha : TEXCOORD1;
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- };
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-
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- uniform float4 _MainTex_ST;
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-
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- v2f vert (appdata_base v, float4 vertexColor : COLOR) {
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- v2f o;
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- TRANSFER_SHADOW_CASTER(o)
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- o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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- o.uvAndAlpha.z = 0;
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- o.uvAndAlpha.a = vertexColor.a;
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- return o;
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- }
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-
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- uniform sampler2D _MainTex;
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- uniform fixed _Cutoff;
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-
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- float4 frag (v2f i) : SV_Target {
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- fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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- clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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- SHADOW_CASTER_FRAGMENT(i)
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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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