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Shader "Sine Wave/Hair/Modern Hair V6 Part A" {
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Properties{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
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_Cutoff("Alpha Cut-Off Threshold", Range(0,1)) = 0.5
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_Glossiness("Smoothness", Range(0,1)) = 0.5
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_Metallic("Metallic", Range(0,1)) = 0.0
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}
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SubShader{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent+1"}
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma surface surf Standard alpha:fade
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#pragma target 3.0
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struct Input
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{
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float2 uv_MainTex;
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float facing : VFACE;
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};
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sampler2D _MainTex;
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float _Cutoff;
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fixed4 _Color;
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half _Glossiness;
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half _Metallic;
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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clip(-(c.a - _Cutoff));
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o.Albedo = c.rgb;// *float3(1, 0, 0);
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//o.Emission = float3(1, 0, 0);
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o.Metallic = _Metallic * (IN.facing);
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o.Smoothness = _Glossiness * (IN.facing);
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o.Alpha = c.a;
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o.Normal *= -1 * IN.facing;
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}
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ENDCG
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}
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FallBack "Transparent/Cutout/VertexLit"
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}
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