Shader "Hidden/DepthMapQuad"
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{
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SubShader
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{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "buuuh" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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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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struct appdata
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{
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float4 vertex : POSITION;
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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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};
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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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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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clip(-.1);
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return 1;
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}
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ENDCG
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}
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
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LOD 1
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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}
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