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Jun 14th, 2014
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  1. Shader "FOW/FOWHoleShader" {
  2. Properties {
  3. }
  4. SubShader {
  5. Tags { "RenderType"="Opaque" }
  6. LOD 200
  7.  
  8. CGPROGRAM
  9. #pragma surface surf Lambert
  10.  
  11. struct Input {
  12. float2 uv_MainTex;
  13. };
  14.  
  15. void surf( Input IN, inout SurfaceOutput o ) {
  16. o.Albedo = float3( 1, 0, 0 );
  17. o.Alpha = 0;
  18. }
  19. ENDCG
  20. }
  21. FallBack "Diffuse"
  22. }
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