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Shader "Custom/Darkness" {
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Properties {
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_Color ("Color", Color)= (0,0,0,0)
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert
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float4 _Color;
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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o.Emission = 0;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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