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@@ -0,0 +1,102 @@
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Shader "Custom/ImageMask"
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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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_Mask ("Base (RGB)", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", 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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"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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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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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct a2v
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{
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fixed2 uv : TEXCOORD0;
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half4 vertex : POSITION;
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float4 color : COLOR;
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};
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fixed4 _Color;
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struct v2f
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{
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fixed2 uv : TEXCOORD0;
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half4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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sampler2D _Mask;
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v2f vert (a2v i)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(i.vertex);
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o.uv = i.uv;
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o.color = i.color * _Color;
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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half4 color = tex2D(_MainTex, i.uv) * i.color;
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half4 mask = tex2D(_Mask, i.uv);
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color.a *= mask.a;
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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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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 9753843e0b8f8e54aa5de7c99ba029d7
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guid: 36c797600830d844eaec2cfe2b90bfb0
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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@@ -7,8 +7,8 @@ Material:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: UV
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m_Shader: {fileID: 4800000, guid: 9753843e0b8f8e54aa5de7c99ba029d7, type: 3}
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m_Name: New Material
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m_Shader: {fileID: 4800000, guid: 36c797600830d844eaec2cfe2b90bfb0, type: 3}
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m_ShaderKeywords:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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@@ -40,7 +40,11 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: b880d26a12584a04ab6b96e822b9e360, type: 3}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _Mask:
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m_Texture: {fileID: 2800000, guid: 426bc972b7c244d40b428c79111a0d76, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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@@ -70,7 +74,6 @@ Material:
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _Speed: 5
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- _SrcBlend: 1
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- _Stencil: 0
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- _StencilComp: 8
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@@ -78,6 +81,7 @@ Material:
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- _StencilReadMask: 255
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- _StencilWriteMask: 255
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- _UVSec: 0
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- _UseUIAlphaClip: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: d94587ed2aef77641b5e19629ed6c9be
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guid: dd6552bd9b1de2747aa636527513d0b8
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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@@ -1,86 +0,0 @@
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Shader "Hidden/UVSlider"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" { }
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_Speed ("Speed", float) = 0.2
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//MASK SUPPORT ADD
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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//MASK SUPPORT END
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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//MASK SUPPORT ADD
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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ColorMask [_ColorMask]
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//MASK SUPPORT END
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// No culling or depth
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Cull Back
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ZWrite Off
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex: POSITION;
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float2 uv: TEXCOORD0;
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};
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struct v2f
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{
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float2 uv: TEXCOORD0;
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float4 vertex: SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Speed;
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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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o.uv = TRANSFORM_TEX(v.uv, _MainTex);//v.uv;
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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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float2 uv = i.uv;
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uv.x += -_Time.x * _Speed ;
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fixed4 col = tex2D(_MainTex, uv);
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return col;
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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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@@ -34,9 +34,9 @@ TextureImporter:
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filterMode: -1
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aniso: -1
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mipBias: -100
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wrapU: 1
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wrapV: 1
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wrapW: -1
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wrapU: 2
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wrapV: 2
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wrapW: 2
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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@@ -83,6 +83,18 @@ TextureImporter:
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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