// Unlit alpha-blended shader.
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// - no lighting
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// - no lightmap support
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// - supports tint color
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Shader "Unlit/Crosshair" {
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Properties
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{
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_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
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_Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
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}
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SubShader
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{
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LOD 100
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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Cull Off
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Lighting Off
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ZTest Always
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ZWrite Off
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Fog { Mode Off }
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Offset -1, -1
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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_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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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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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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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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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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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) : COLOR
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{
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fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color * 2.0;
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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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