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Shader "Unlit/TaSTT_Backplate"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="AlphaTest-1"}
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
Texture2D _MainTex;
SamplerState sampler_linear_repeat;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = 1.0 - v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 result = _MainTex.Sample(sampler_linear_repeat, i.uv);
result.a = 1.0;
return result;
}
ENDCG
}
}
}
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