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Shader "Custom/EffectGround"
{
Properties {
[PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
}
SubShader {
Tags
{
"Queue"="Geometry"
"RenderType"="TransparentCutout"
}
LOD 200
ZTest Off
Cull Off
CGPROGRAM
#pragma surface surf Lambert addshadow fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
float4 color: Color;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}