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52
Assets/Resources/Shader/cellShader.shader
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52
Assets/Resources/Shader/cellShader.shader
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Shader "MapEditor/cellShader"
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{
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Properties
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{
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_Color("Color", Color) = (0, 0, 0, 0.3)
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}
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SubShader
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{
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//Tags { "QUEUE" = "AlphaTest" "RenderType"="Transparent" }
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Tags { "QUEUE" = "Overlay" "IGNOREPROJECTOR" = "true" "RenderType"="Transparent" }
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ZWrite Off
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//LOD 1000
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Blend SrcAlpha OneMinusSrcAlpha // <20><>ͳ<CDB3><CDB8><EFBFBD><EFBFBD>
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 _Color;
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struct appdata
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return i.color * _Color;
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}
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ENDCG
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}
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}
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}
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