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Shader "Hidden/Path Painter Brush Vis" {
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Properties {
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_MainTex ("Main", 2D) = "white" {}
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}
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Subshader {
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Tags {"Queue"="Transparent"}
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Pass {
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ZWrite Off
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ColorMask RGB
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Blend SrcAlpha One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 uvShape : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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float4x4 unity_Projector;
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v2f vert (float4 vertex : POSITION)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (vertex);
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o.uvShape = mul (unity_Projector, vertex);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 outColor = tex2Dproj(_MainTex, UNITY_PROJ_COORD(i.uvShape));
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return outColor;
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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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