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84
Assets/Shaders/Level Background.shader
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84
Assets/Shaders/Level Background.shader
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Shader "Geri/Level Background"
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{
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Properties
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{
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[PerRendererData] _Color1 ("Color 1", Color) = (1,1,1,1)
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[PerRendererData] _Color2 ("Color 2", Color) = (0,0,0,1)
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[PerRendererData] _Opacity ("Opacity", Float) = 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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"Queue"="Transparent"
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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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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color1;
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fixed4 _Color2;
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float _Opacity;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = v.vertex;
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OUT.texcoord = v.texcoord;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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bool is_color_1 = int(floor(2 * (IN.texcoord.x + IN.texcoord.y))) % 2 == 0;
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half4 color = _Color1 * is_color_1 + _Color2 * (1 - is_color_1);
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color.a = _Opacity;
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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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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