Init
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Shader /*ase_name*/ "Hidden/Templates/Legacy/Multi Pass Unlit" /*end*/
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{
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Properties
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{
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/*ase_props*/
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull Off
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CGINCLUDE
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#pragma target 3.5
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ENDCG
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/*ase_pass*/
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Pass
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{
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/*ase_main_pass*/
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Name "ForwardBase"
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Tags { "LightMode"="ForwardBase" }
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/*ase_all_modules*/
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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_fwdbase
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#ifndef UNITY_PASS_FORWARDBASE
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#define UNITY_PASS_FORWARDBASE
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#endif
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#include "UnityCG.cginc"
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/*ase_pragma*/
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/*ase_globals*/
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;n=n*/
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(1,):sp=sp.xyzw*/
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};
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v2f vert ( appdata v /*ase_vert_input*/)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
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o.pos = UnityObjectToClipPos(v.vertex);
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#if ASE_SHADOWS
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#if UNITY_VERSION >= 560
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UNITY_TRANSFER_SHADOW( o, v.texcoord );
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#else
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TRANSFER_SHADOW( o );
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#endif
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#endif
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return o;
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}
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float4 frag (v2f i /*ase_frag_input*/) : SV_Target
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{
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float3 outColor;
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float outAlpha;
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/*ase_frag_code:i=v2f*/
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outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
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outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
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clip(outAlpha);
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return float4(outColor,outAlpha);
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}
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ENDCG
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}
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/*ase_pass*/
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Pass
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{
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Name "ForwardAdd"
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Tags { "LightMode" = "ForwardAdd" }
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ZWrite Off
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Blend One One
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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_fwdadd_fullshadows
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#ifndef UNITY_PASS_FORWARDADD
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#define UNITY_PASS_FORWARDADD
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#endif
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#include "UnityCG.cginc"
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/*ase_pragma*/
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/*ase_globals*/
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;n=n*/
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(1,):sp=sp.xyzw*/
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};
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v2f vert ( appdata v /*ase_vert_input*/)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
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o.pos = UnityObjectToClipPos(v.vertex);
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#if ASE_SHADOWS
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#if UNITY_VERSION >= 560
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UNITY_TRANSFER_SHADOW( o, v.texcoord );
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#else
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TRANSFER_SHADOW( o );
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#endif
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#endif
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return o;
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}
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float4 frag (v2f i /*ase_frag_input*/) : SV_Target
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{
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float3 outColor;
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float outAlpha;
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/*ase_frag_code:i=v2f*/
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outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
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outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
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clip(outAlpha);
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return float4(outColor,outAlpha);
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}
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ENDCG
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}
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/*ase_pass*/
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Pass
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{
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Name "Deferred"
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Tags { "LightMode" = "Deferred" }
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/*ase_all_modules*/
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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_prepassfinal
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#ifndef UNITY_PASS_DEFERRED
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#define UNITY_PASS_DEFERRED
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#endif
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#include "UnityCG.cginc"
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/*ase_pragma*/
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/*ase_globals*/
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;n=n*/
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(1,):sp=sp.xyzw*/
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};
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v2f vert ( appdata v /*ase_vert_input*/)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
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o.pos = UnityObjectToClipPos(v.vertex);
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#if ASE_SHADOWS
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#if UNITY_VERSION >= 560
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UNITY_TRANSFER_SHADOW( o, v.texcoord );
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#else
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TRANSFER_SHADOW( o );
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#endif
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#endif
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return o;
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}
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void frag (v2f i /*ase_frag_input*/, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outGBuffer3 : SV_Target3)
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{
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/*ase_frag_code:i=v2f*/
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outGBuffer0 = /*ase_frag_out:GBuffer0;Float4*/0/*end*/;
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outGBuffer1 = /*ase_frag_out:GBuffer1;Float4*/0/*end*/;
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outGBuffer2 = /*ase_frag_out:GBuffer2;Float4*/0/*end*/;
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outGBuffer3 = /*ase_frag_out:GBuffer3;Float4*/0/*end*/;
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}
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ENDCG
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass:SyncP*/
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Name "ShadowCaster"
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Tags { "LightMode"="ShadowCaster" }
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ZWrite On
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ZTest LEqual
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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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#ifndef UNITY_PASS_SHADOWCASTER
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#define UNITY_PASS_SHADOWCASTER
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#endif
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#include "UnityCG.cginc"
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/*ase_pragma*/
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/*ase_globals*/
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;n=n*/
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};
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struct v2f
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{
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V2F_SHADOW_CASTER;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(1,):sp=sp.xyzw*/
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};
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v2f vert ( appdata v /*ase_vert_input*/)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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float4 frag (v2f i /*ase_frag_input*/) : SV_Target
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{
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float3 outColor;
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float outAlpha;
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/*ase_frag_code:i=v2f*/
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outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
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outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
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clip(outAlpha);
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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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/*ase_pass_end*/
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}
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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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}
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