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58
Assets/Pixel3D/Shaders/GrassReplacement.shader
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58
Assets/Pixel3D/Shaders/GrassReplacement.shader
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Shader "Custom/GrassReplacement"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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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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struct appdata
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{
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float4 vertex : POSITION;
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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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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return 0;
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}
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ENDCG
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}
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" }
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UsePass "Custom/Grass/GRASS"
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UsePass "Custom/Grass/GRASSADD"
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}
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SubShader
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{
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Tags { "RenderType" = "TransparentLeaf" }
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CGPROGRAM
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#define GRASS_REPLACEMENT 1
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ENDCG
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UsePass "Custom/Leaf/LEAF"
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UsePass "Custom/Leaf/LEAFADD"
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}
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}
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