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Shader "Unlit/AlphaPremultiplied"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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yFlip ("display name", Int) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opeque" }
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LOD 100
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Blend One Zero
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//Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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int yFlip;
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v2f vert (appdata 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.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.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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// sample the texture
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float2 uv = i.uv;
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if (yFlip == 1)
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uv = i.uv*float2(1.0, -1.0) + float2(0.0, 1.0);
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fixed4 col = tex2D(_MainTex, uv);
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col.rgb *= col.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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