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Shader "Custom/DeadBody"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
[PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
_Alpha ("_Alpha", Range(0,1)) = 1
}
SubShader {
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
ZWrite Off
Cull Off
CGPROGRAM
#pragma surface surf Lambert alpha:fade
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
fixed _Cutoff;
fixed _Flash;
fixed _Alpha;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed3 rgb = (_Color.rgb*(_Flash+1))*(c.rgb);
o.Albedo = rgb;
o.Alpha = _Alpha*c.a;
}
ENDCG
}
FallBack "Diffuse"
}