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Shader "Custom/DeadBody"
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{
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Properties
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{
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[PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
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_NoiseTex ("Noise Texture", 2D) = "white" {}
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_Alpha ("_Alpha", Range(0,1)) = 1
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_Width ("_Width", Range(0,1)) = 1
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}
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SubShader {
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Tags
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{
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"Queue" = "Geometry"
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}
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Cull Off
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ZWrite On
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CGPROGRAM
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#pragma surface surf Lambert addshadow fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _NoiseTex;
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fixed _Alpha;
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fixed _Width;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
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fixed4 noise = tex2D(_NoiseTex, IN.uv_MainTex);
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o.Albedo = c;
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o.Alpha = c.a;
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clip(o.Alpha - 0.5);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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