// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
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// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
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Shader "Hidden/BrushPreview"
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{
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Properties {
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_Transp ("Transparency", Range(0,1)) = 1
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_MainTex ("Texture", 2D) = "" { }
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_MaskTex ("Texture", 2D) = "" { }
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}
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SubShader{
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Tags{ "Queue" = "Transparent" }
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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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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};
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float4x4 unity_Projector;
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float4x4 unity_ProjectorClip;
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struct v2f {
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float4 vertex : SV_POSITION;
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float4 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _MaskTex;
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float4 _MainTex_ST;
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float _Transp;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = mul(unity_Projector, v.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 colMain = tex2Dproj(_MainTex, UNITY_PROJ_COORD(i.texcoord));
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fixed4 colMask = tex2Dproj(_MaskTex, UNITY_PROJ_COORD(i.texcoord));
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fixed4 col = fixed4(colMain.x,colMain.y,colMain.z, colMask.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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