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65
Assets/Shaders/Sprite Motion Blur Blocker.shader
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65
Assets/Shaders/Sprite Motion Blur Blocker.shader
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Sprites/Default (Motion Blured, Light Blocker)"
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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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_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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_LightBlockColor ("Light Block Color",Color) = (1,1,1,1)
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_TextureWeight ("Texture Weight",Range(0,1)) = 1
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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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"RenderType" = "LightBlocker"
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"IgnoreProjector" = "True"
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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 "LightBlock"
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Tags
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{
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"LightMode" = "LightBlocker"
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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 SpriteFragCustom
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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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half4 _LightBlockColor;
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fixed4 SpriteFragCustom(v2f IN) : SV_Target
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{
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fixed4 c = SpriteFrag(IN);
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c *= _LightBlockColor;
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return c;
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}
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ENDCG
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}
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UsePass "Sprites/Default (Motion Blured)/Sprite"
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UsePass "Sprites/Default (Motion Blured)/SpriteMotionVectors"
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}
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}
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