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Shader "Sine Wave/Hair/Modern Hair V6 Part B" {
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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" = "TransparentCutout" }
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Cull Off
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Pass {
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ZWrite On
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Cull Off
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ColorMask 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// vertex shader inputs
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struct appdata
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{
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float4 vertex : POSITION; // vertex position
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float2 uv : TEXCOORD0; // texture coordinate
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};
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// vertex shader outputs ("vertex to fragment")
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struct v2f
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{
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float2 uv : TEXCOORD0; // texture coordinate
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float4 vertex : SV_POSITION; // clip space position
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};
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float _Cutoff;
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// vertex shader
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v2f vert(appdata v)
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{
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v2f o;
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// transform position to clip space
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// (multiply with model*view*projection matrix)
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o.vertex = UnityObjectToClipPos(v.vertex);
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// just pass the texture coordinate
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o.uv = v.uv;
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return o;
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}
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// texture we will sample
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sampler2D _MainTex;
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// pixel shader; returns low precision ("fixed4" type)
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// color ("SV_Target" semantic)
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fixed4 frag(v2f i) : SV_Target
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{
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// sample texture and return it
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fixed4 col = tex2D(_MainTex, i.uv);
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clip(col.a - _Cutoff);
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return col;
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}
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ENDCG
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}
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ColorMask ARGB
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CGPROGRAM
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#pragma surface surf Standard
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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;
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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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