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Shader "Cainos/Pixel Art Platformer - Village House/Sprite Shadow Mask"
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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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_AlphaClip ("Alpha Clip" , Float) = 0.05
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[IntRange] _StencilRef("Stencil Ref Value", Range(0,255)) = 0
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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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}
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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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//Work together with shader "SH Sprite Shadow"
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//to make sure shadow only get drawn within objects with this shader
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Stencil
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{
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Ref[_StencilRef]
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Comp Always
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Pass Replace
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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 One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex SpriteVert
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#pragma fragment Frag
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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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float _AlphaClip;
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fixed4 Frag(v2f IN) : SV_Target
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{
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fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
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clip(c.a - _AlphaClip);
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c.rgb *= c.a;
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return c;
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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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