testss
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// Texture is forced to be in Gamma space regardless of the active ColorSpace.
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Shader "Hidden/InternalSpritesInspector"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1, 1, 1, 1)
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[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Fog{ Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile DUMMY PIXELSNAP_ON
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#include "UnityCG.cginc"
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uniform bool _AdjustLinearForGamma;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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};
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fixed4 _Color;
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uniform float4x4 unity_GUIClipTextureMatrix;
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v2f vert(appdata_t IN)
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{
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float3 screenUV = UnityObjectToViewPos(IN.vertex);
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(screenUV.xy, 0, 1.0));
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _GUIClipTexture;
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fixed4 frag(v2f IN) : COLOR
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{
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fixed4 col = tex2D(_MainTex, IN.texcoord);
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fixed alpha = col.a;
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if (_AdjustLinearForGamma)
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col.rgb = LinearToGammaSpace(col.rgb);
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col.a = alpha * tex2D(_GUIClipTexture, IN.clipUV).a;
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return col * IN.color;
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}
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ENDCG
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}
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}
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}
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