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2025-05-13 05:05:49 +03:00

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