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