207 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			207 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //======= Copyright (c) Valve Corporation, All rights reserved. ===============
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| //
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| // Purpose: Used for the teleport markers
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| //
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| //=============================================================================
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| // UNITY_SHADER_NO_UPGRADE
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| Shader "Valve/VR/Highlight"
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| {
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| 	Properties
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| 	{
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| 		_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
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| 		_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
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| 		_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
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| 		_MainTex( "MainTex", 2D ) = "white" {}
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| 	}
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| 
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| 	//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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| 	CGINCLUDE
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| 
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| 		// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
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| 		#pragma target 5.0
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| #if UNITY_VERSION >= 560
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| 		#pragma only_renderers d3d11 vulkan glcore
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| #else
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| 		#pragma only_renderers d3d11 glcore
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| #endif
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| 		#pragma exclude_renderers gles
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| 		#pragma multi_compile_instancing
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| 
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| 		// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
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| 		#include "UnityCG.cginc"
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| 
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| // Structs --------------------------------------------------------------------------------------------------------------------------------------------------
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| struct VertexInput
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| 	{
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| 		float4 vertex : POSITION;
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| 		float2 uv : TEXCOORD0;
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| 		fixed4 color : COLOR;
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| 
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| 		#if UNITY_VERSION >= 560
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| 		UNITY_VERTEX_INPUT_INSTANCE_ID
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| 		#endif
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| 	};
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| 
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| 	struct VertexOutput
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| 	{
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| 		float2 uv : TEXCOORD0;
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| 		float4 vertex : SV_POSITION;
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| 		fixed4 color : COLOR;
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| 
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| 		#if UNITY_VERSION >= 560
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| 		UNITY_VERTEX_OUTPUT_STEREO
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| 		#endif
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| 	};
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| 
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| 	#if UNITY_VERSION >= 201810
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| 	// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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| 	UNITY_INSTANCING_BUFFER_START( Props )
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| 		UNITY_DEFINE_INSTANCED_PROP( float4, _TintColor )
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| 		UNITY_DEFINE_INSTANCED_PROP( sampler2D, _MainTex )
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| 		UNITY_DEFINE_INSTANCED_PROP( float4, _MainTex_ST )
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| 		UNITY_DEFINE_INSTANCED_PROP( float, _SeeThru )
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| 		UNITY_DEFINE_INSTANCED_PROP( float, _Darken )
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| 	UNITY_INSTANCING_BUFFER_END( Props )
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| 
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| 	// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 	VertexOutput MainVS( VertexInput i )
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| 	{
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| 			VertexOutput o;
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| 			UNITY_SETUP_INSTANCE_ID( i );
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| 			UNITY_INITIALIZE_OUTPUT( VertexOutput, o );
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| 			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); 
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| 
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| 			#if UNITY_VERSION >= 540
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| 					o.vertex = UnityObjectToClipPos( i.vertex );
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| 			#else
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| 					o.vertex = mul( UNITY_MATRIX_MVP, i.vertex );
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| 			#endif
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| 
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| 			o.uv = i.uv;
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| 			o.color = i.color;
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| 
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| 			return o;
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| 		}
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| 
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| 	// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 	float4 MainPS( VertexOutput i ) : SV_Target
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| 	{
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| 		UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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| 	
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| 		float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
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| 		float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba;
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| 		vColor.rgba = saturate( 2.0 * vColor.rgba );
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| 		float flAlpha = vColor.a;
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| 
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| 		vColor.rgb *= vColor.a;
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| 		vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha );
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| 
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| 		return vColor.rgba;
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| 	}
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| 
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| 	// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 	float4 SeeThruPS( VertexOutput i ) : SV_Target
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| 	{
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| 		UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( i );
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| 
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| 		float4 vTexel = tex2D( UNITY_ACCESS_INSTANCED_PROP( Props, _MainTex ), i.uv ).rgba;
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| 		float4 vColor = vTexel.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _TintColor.rgba ) * i.color.rgba * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru );
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| 		vColor.rgba = saturate( 2.0 * vColor.rgba );
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| 		float flAlpha = vColor.a;
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| 
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| 		vColor.rgb *= vColor.a;
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| 		vColor.a = lerp( 0.0, UNITY_ACCESS_INSTANCED_PROP( Props, _Darken ), flAlpha * UNITY_ACCESS_INSTANCED_PROP( Props, _SeeThru ) );
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| 
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| 		return vColor.rgba;
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| 	}
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| 	#else		
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| 		// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
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| 		sampler2D _MainTex;
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| 		float4 _MainTex_ST;
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| 		float4 _TintColor;
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| 		float _SeeThru;
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| 		float _Darken;
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| 			
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| 		// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 		VertexOutput MainVS( VertexInput i )
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| 		{
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| 			VertexOutput o;
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| #if UNITY_VERSION >= 540
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| 			o.vertex = UnityObjectToClipPos(i.vertex);
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| #else
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| 			o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
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| #endif
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| 			o.uv = TRANSFORM_TEX( i.uv, _MainTex );
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| 			o.color = i.color;
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| 			
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| 			return o;
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| 		}
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| 
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| 		// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 		float4 MainPS( VertexOutput i ) : SV_Target
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| 		{
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| 			float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
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| 			float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
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| 			vColor.rgba = saturate( 2.0 * vColor.rgba );
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| 			float flAlpha = vColor.a;
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| 
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| 			vColor.rgb *= vColor.a;
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| 			vColor.a = lerp( 0.0, _Darken, flAlpha );
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| 
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| 			return vColor.rgba;
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| 		}
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| 
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| 		// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 		float4 SeeThruPS( VertexOutput i ) : SV_Target
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| 		{
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| 			float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
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| 			float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
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| 			vColor.rgba = saturate( 2.0 * vColor.rgba );
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| 			float flAlpha = vColor.a;
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| 
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| 			vColor.rgb *= vColor.a;
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| 			vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
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| 
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| 			return vColor.rgba;
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| 		}
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| 	#endif
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| 
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| 		ENDCG
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| 
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| 	SubShader
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| 	{
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| 		Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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| 			LOD 100
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| 
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| 			// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
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| 			Pass
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| 		{
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| 			// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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| 			Blend One OneMinusSrcAlpha
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| 			Cull Off
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| 			ZWrite Off
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| 			ZTest Greater
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| 
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| 			CGPROGRAM
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| 				#pragma vertex MainVS
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| 				#pragma fragment SeeThruPS
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| 
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| 			ENDCG
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| 		}
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| 
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| 			Pass
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| 		{
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| 			// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
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| 			Blend One OneMinusSrcAlpha
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| 			Cull Off
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| 			ZWrite Off
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| 			ZTest LEqual
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| 
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| 			CGPROGRAM
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| 				#pragma vertex MainVS
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| 				#pragma fragment MainPS
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| 			ENDCG
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| 		}
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| 	}
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| }
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