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Shader "SuYou/Lightmap_Cutout" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base", 2D) = "white" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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CGINCLUDE
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half _Cutoff;
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sampler2D _MainTex;
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ENDCG
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SubShader {
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Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
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Pass {
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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fixed4 _Color;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f
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{
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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#ifdef LIGHTMAP_ON
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half2 uv2 : TEXCOORD1;
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#endif
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UNITY_FOG_COORDS(2)
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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#ifdef LIGHTMAP_ON
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o.uv = v.texcoord;
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o.uv2 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
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#else
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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#endif
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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fixed4 frag (v2f i) : COLOR0
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{
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fixed4 tex = tex2D (_MainTex, i.uv) * _Color;
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clip( tex.a - _Cutoff );
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#ifdef LIGHTMAP_ON
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fixed3 lm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap,i.uv2));
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tex.rgb *= lm;
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#endif
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UNITY_APPLY_FOG(i.fogCoord, tex);
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return tex;
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}
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ENDCG
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}
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}
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FallBack Off
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}
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