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- Shader "FOW/FOWHoleShader" {
- Properties {
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- #pragma surface surf Lambert
- struct Input {
- float2 uv_MainTex;
- };
- void surf( Input IN, inout SurfaceOutput o ) {
- o.Albedo = float3( 1, 0, 0 );
- o.Alpha = 0;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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