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Shader "Custom/EnergyField" {
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Properties {
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_DiffuseColor ("Diffuse Color", Color) = (1.0,1.0,1.0,1.0)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Blend SrcAlpha OneMinusSrcAlpha
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Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
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Cull Front
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CGPROGRAM
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#pragma surface surf Lambert
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float4 _DiffuseColor;
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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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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Emission = _DiffuseColor.rgb;
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o.Alpha = c.r;
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}
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ENDCG
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Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
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Cull Back
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CGPROGRAM
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#pragma surface surf Lambert
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float4 _DiffuseColor;
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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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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Emission = _DiffuseColor.rgb;
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o.Alpha = c.a;
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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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