Shader "Unlit/Colored Transparent" {
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_SecondTex ("Second (RGB) Trans (A)", 2D) = "white" {}
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_ThirdTex ("Third (RGB) Trans (A)", 2D) = "white" {}
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_FourthTex ("Fourth (RGB) Trans (A)", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass { // SINGLE LINE
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_Position;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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uniform float4x4 unity_GUIClipTextureMatrix;
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sampler2D _GUIClipTexture;
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v2f vert (appdata_t 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 * _Color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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float3 eyePos = UnityObjectToViewPos( v.vertex );
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o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
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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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float4 l1 = tex2D( _MainTex, i.texcoord);
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float clipAlpha = tex2D( _GUIClipTexture, i.clipUV ).a;
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l1.rgb *= i.color.rgb;
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l1.a *= clipAlpha;
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return l1;
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}
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ENDCG
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}
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Pass { // MULTI LINE
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_Position;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _SecondTex;
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float4 _SecondTex_ST;
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sampler2D _ThirdTex;
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float4 _ThirdTex_ST;
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sampler2D _FourthTex;
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float4 _FourthTex_ST;
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float4 _Color;
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uniform float4x4 unity_GUIClipTextureMatrix;
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sampler2D _GUIClipTexture;
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float _InvertedZoom;
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v2f vert (appdata_t 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 * _Color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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float3 eyePos = UnityObjectToViewPos( v.vertex );
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o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
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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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float4 l1 = tex2D( _MainTex, i.texcoord);
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float clipAlpha = tex2D( _GUIClipTexture, i.clipUV ).a;
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l1.rgb *= i.color.rgb;
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l1.a *= clipAlpha;
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float4 l2 = tex2D( _SecondTex, i.texcoord);
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float4 l3 = tex2D( _ThirdTex, i.texcoord);
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float4 l4 = tex2D( _FourthTex, i.texcoord);
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float2 coords2 = i.texcoord;
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coords2.y *= 2;
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float4 m2 = tex2D( _MainTex, coords2 );
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m2 = pow( m2, 0.9 );
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float2 coords3 = i.texcoord;
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coords3.y *= 3;
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float4 m3 = tex2D( _MainTex, coords3 );
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m3 = pow( m3, 0.8 );
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float2 coords4 = i.texcoord;
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coords4.y *= 4;
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float4 m4 = tex2D( _MainTex, coords4 );
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m4 = pow( m4, 0.7 );
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l2.rgb *= i.color.rgb;
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l3.rgb *= i.color.rgb;
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l4.rgb *= i.color.rgb;
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m2.rgb *= i.color.rgb;
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m3.rgb *= i.color.rgb;
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m4.rgb *= i.color.rgb;
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l2.a *= clipAlpha;
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l3.a *= clipAlpha;
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l4.a *= clipAlpha;
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m2.a *= clipAlpha;
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m3.a *= clipAlpha;
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m4.a *= clipAlpha;
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float zoomLerp = saturate( ( ( _InvertedZoom ) * 2 ) - 0.0 );
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if ( i.color.a >= 1 )
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return lerp( l4, m4, zoomLerp );
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else if ( i.color.a >= 0.75 )
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return lerp( l3, m3, zoomLerp );
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else if ( i.color.a >= 0.5 )
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return lerp( l2, m2, zoomLerp );
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else
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return l1;
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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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