Init
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Shader "Hidden/ClipPlanes"
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{
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Properties
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{
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_PlaneId ("_PlaneId", Int) = 0
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Preview.cginc"
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int _PlaneId;
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float4 frag( v2f_img i ) : SV_Target
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{
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return unity_CameraWorldClipPlanes[_PlaneId];
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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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