Added many other
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Shader "Hidden/ftAtlas"
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{
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Properties
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{
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Blend One One
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ZWrite Off
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ZTest Always
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Cull Off
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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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float isSelected;
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struct v2f
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{
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata_full v)
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{
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v2f o;
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float2 uv1 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
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o.vertex = float4(uv1.xy*2-1, 0.5, 1);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return isSelected > 0.0f ? (isSelected > 1.5f ? float4(0,0,1,1) : float4(1,1,0,1)) : 0.1;
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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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