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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "QO/Sprite Sub"
{
Properties
{
_MainTex("Base (RGBA)", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_UVWH("UVWH", Vector) = (0,0,1,1)
}
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SubShader
{
LOD 200
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Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
#pragma vertex vert
#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
half4 _Color;
float4 _UVWH;
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struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
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struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
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v2f vert(appdata_t v)
{
v2f o;
float2 uv_2 = _UVWH.xy;
float2 wh_1 = _UVWH.zw;
o.color = v.color;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = ((v.texcoord * wh_1) + uv_2);
return o;
}
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half4 frag(v2f IN) : COLOR
{
float4 tex = tex2D(_MainTex, IN.texcoord);
float4 tmpvar_1 = (tex * _Color);
return tmpvar_1;
}
ENDCG
}
}
Fallback Off
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}