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Shader "Unlit"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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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" = "Opaque" "Queue" = "Geometry+0" "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 keepalpha addshadow fullforwardshadows
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struct Input
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{
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half filler;
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};
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uniform float4 _Color;
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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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o.Emission = _Color.rgb;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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