initial upload
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Shader "Nature/Tree Soft Occlusion Bark" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0)
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_MainTex ("Main Texture", 2D) = "white" {}
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_BaseLight ("Base Light", Range(0,1)) = 0.35
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_AO ("Amb. Occlusion", Range(0,10)) = 2.4
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_Scale ("Scale", Vector) = (1,1,1,1)
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_SquashAmount ("Squash", Float) = 1
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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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