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48
Assets/Shaders/Sprite HDR.shader
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48
Assets/Shaders/Sprite HDR.shader
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Shader "Sprites/Default (HDR)"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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[HDR]_Color("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
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[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Pass
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{
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Name "Sprite"
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Tags
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{
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"Queue" = "Transparent"
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"LightMode" = "ForwardBase"
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}
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex SpriteVert
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#pragma fragment SpriteFrag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#include "UnitySprites.cginc"
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ENDCG
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}
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}
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}
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