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- Shader "Custom/BakedSurfaceTransparent"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- LOD 200
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma surface surf Standard alpha:fade fullforwardshadows vertex:vert addshadow
- #pragma target 3.0
- #define GRAPHIC_RENDERER_VERTEX_NORMALS //surface shaders always need normals
- #define GRAPHIC_RENDERER_VERTEX_UV_0 //surface shaders always need uv0
- #pragma shader_feature _ GRAPHIC_RENDERER_CYLINDRICAL GRAPHIC_RENDERER_SPHERICAL
- #pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_1
- #pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_2
- #pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_COLORS
- #pragma shader_feature _ GRAPHIC_RENDERER_MOVEMENT_TRANSLATION GRAPHIC_RENDERER_MOVEMENT_FULL
- #pragma shader_feature _ GRAPHIC_RENDERER_TINTING
- #pragma shader_feature _ GRAPHIC_RENDERER_BLEND_SHAPES
- #pragma shader_feature _ GRAPHIC_RENDERER_ENABLE_CUSTOM_CHANNELS
- #include "Assets/LeapMotion/Modules/GraphicRenderer/Resources/BakedRenderer.cginc"
- #include "UnityCG.cginc"
- struct Input
- {
- SURF_INPUT_GRAPHICAL
- float2 uv_MainTex;
- };
- sampler2D _MainTex;
- void vert(inout appdata_graphic_baked v, out Input o)
- {
- UNITY_INITIALIZE_OUTPUT(Input, o);
- BEGIN_V2F(v);
- APPLY_BAKED_GRAPHICS_STANDARD(v, o);
- }
- void surf (Input IN, inout SurfaceOutputStandard o)
- {
- fixed4 color = tex2D(_MainTex, IN.uv_MainTex);
- #ifdef GRAPHICS_HAVE_COLOR
- color *= IN.color;
- #endif
- o.Albedo = color;
- o.Alpha = color.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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