Shader "Oculus/Unlit" {
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Properties{
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_Color("Main Color", Color) = (1,1,1,1)
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}
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SubShader{
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Tags{ "RenderType" = "Opaque" }
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LOD 100
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Pass{
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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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#pragma multi_compile_fog
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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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};
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struct v2f {
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float4 vertex : SV_POSITION;
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UNITY_FOG_COORDS(0)
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};
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fixed4 _Color;
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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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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : COLOR
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{
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fixed4 col = _Color;
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UNITY_APPLY_FOG(i.fogCoord, col);
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UNITY_OPAQUE_ALPHA(col.a);
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return col;
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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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