initial upload
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Shader "Hidden/Nature/Tree Creator Leaves Rendertex" {
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Properties {
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_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_HalfOverCutoff ("0.5 / alpha cutoff", Range(0,1)) = 1
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_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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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);
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o.Albedo = c.rgb;
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}
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ENDCG
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}
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}
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