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@@ -0,0 +1,195 @@
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+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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+
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+Shader "FairyGUI/ImageGradient"
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+{
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+ Properties
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+ {
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+ _MainTex("Base (RGB), Alpha (A)", 2D) = "black" {}
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+
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+ _StencilComp("Stencil Comparison", Float) = 8
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+ _Stencil("Stencil ID", Float) = 0
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+ _StencilOp("Stencil Operation", Float) = 0
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+ _StencilWriteMask("Stencil Write Mask", Float) = 255
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+ _StencilReadMask("Stencil Read Mask", Float) = 255
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+
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+ _ColorMask("Color Mask", Float) = 15
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+
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+ _BlendSrcFactor("Blend SrcFactor", Float) = 5
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+ _BlendDstFactor("Blend DstFactor", Float) = 10
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+ _MinHeight("Minimum Height", Range(0, 1)) = 0.2
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+ _MaxHeight("Maximum Height", Range(0, 1)) = 0.8
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+ _AlphaTop("Top Alpha", Range(0, 1)) = 1
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+ _AlphaBottom("Bottom Alpha", Range(0, 1)) = 0
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+ }
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+
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+ SubShader
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+ {
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+ LOD 100
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+
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+ Tags
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+ {
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+ "Queue" = "Transparent"
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+ "IgnoreProjector" = "True"
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+ "RenderType" = "Transparent"
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+ }
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+
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+ Stencil
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+ {
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+ Ref[_Stencil]
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+ Comp[_StencilComp]
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+ Pass[_StencilOp]
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+ ReadMask[_StencilReadMask]
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+ WriteMask[_StencilWriteMask]
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+ }
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+
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+ Cull Off
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+ Lighting Off
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+ ZWrite Off
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+ Fog { Mode Off }
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+ Blend[_BlendSrcFactor][_BlendDstFactor], One One
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+ ColorMask[_ColorMask]
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+
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+ Pass
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+ {
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+ CGPROGRAM
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+ #pragma multi_compile NOT_COMBINED COMBINED
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+ #pragma multi_compile NOT_GRAYED GRAYED COLOR_FILTER
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+ #pragma multi_compile NOT_CLIPPED CLIPPED SOFT_CLIPPED ALPHA_MASK
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+ #pragma vertex vert
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+ #pragma fragment frag
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+
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+ #include "UnityCG.cginc"
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+
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+ struct appdata_t
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+ {
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+ float4 vertex : POSITION;
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+ fixed4 color : COLOR;
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+ float4 texcoord : TEXCOORD0;
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+ };
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+
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+ struct v2f
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+ {
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+ float4 vertex : SV_POSITION;
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+ fixed4 color : COLOR;
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+ float4 texcoord : TEXCOORD0;
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+
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+ #ifdef CLIPPED
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+ float2 clipPos : TEXCOORD1;
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+ #endif
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+
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+ #ifdef SOFT_CLIPPED
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+ float2 clipPos : TEXCOORD1;
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+ #endif
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+ };
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+
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+ sampler2D _MainTex;
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+
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+ #ifdef COMBINED
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+ sampler2D _AlphaTex;
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+ #endif
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+
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+ CBUFFER_START(UnityPerMaterial)
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+ #ifdef CLIPPED
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+ float4 _ClipBox = float4(-2, -2, 0, 0);
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+ #endif
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+
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+ #ifdef SOFT_CLIPPED
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+ float4 _ClipBox = float4(-2, -2, 0, 0);
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+ float4 _ClipSoftness = float4(0, 0, 0, 0);
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+ #endif
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+ CBUFFER_END
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+
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+ #ifdef COLOR_FILTER
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+ float4x4 _ColorMatrix;
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+ float4 _ColorOffset;
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+ float _ColorOption = 0;
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+ #endif
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+
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+ half _AlphaTop;
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+ half _AlphaBottom;
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+ half _MinHeight;
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+ half _MaxHeight;
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+
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+ v2f vert(appdata_t v)
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+ {
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+ v2f o;
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+ o.vertex = UnityObjectToClipPos(v.vertex);
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+ o.texcoord = v.texcoord;
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+ #if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
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+ o.color.rgb = GammaToLinearSpace(v.color.rgb);
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+ o.color.a = v.color.a;
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+ #else
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+ o.color = v.color;
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+ #endif
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+
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+ #ifdef CLIPPED
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+ o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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+ #endif
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+
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+ #ifdef SOFT_CLIPPED
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+ o.clipPos = mul(unity_ObjectToWorld, v.vertex).xy * _ClipBox.zw + _ClipBox.xy;
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+ #endif
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+
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+ return o;
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+ }
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+
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+ fixed4 frag(v2f i) : SV_Target
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+ {
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+ fixed4 col = tex2D(_MainTex, i.texcoord.xy / i.texcoord.w) * i.color;
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+
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+ #ifdef COMBINED
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+ col.a *= tex2D(_AlphaTex, i.texcoord.xy / i.texcoord.w).g;
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+ #endif
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+
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+ #ifdef GRAYED
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+ fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
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+ col.rgb = fixed3(grey, grey, grey);
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+ #endif
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+
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+ #ifdef SOFT_CLIPPED
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+ float2 factor = float2(0,0);
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+ if (i.clipPos.x < 0)
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+ factor.x = (1.0 - abs(i.clipPos.x)) * _ClipSoftness.x;
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+ else
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+ factor.x = (1.0 - i.clipPos.x) * _ClipSoftness.z;
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+ if (i.clipPos.y < 0)
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+ factor.y = (1.0 - abs(i.clipPos.y)) * _ClipSoftness.w;
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+ else
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+ factor.y = (1.0 - i.clipPos.y) * _ClipSoftness.y;
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+ col.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
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+ #endif
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+
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+ #ifdef CLIPPED
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+ float2 factor = abs(i.clipPos);
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+ col.a *= step(max(factor.x, factor.y), 1);
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+ #endif
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+
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+ #ifdef COLOR_FILTER
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+ if (_ColorOption == 0)
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+ {
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+ fixed4 col2 = col;
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+ col2.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
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+ col2.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
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+ col2.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
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+ col2.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
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+ col = col2;
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+ }
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+ else //premultiply alpha
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+ col.rgb *= col.a;
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+ #endif
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+
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+ #ifdef ALPHA_MASK
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+ clip(col.a - 0.001);
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+ #endif
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+ float minHeight = _MinHeight;
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+ float maxHeight = _MaxHeight;
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+ float t = i.texcoord.y;
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+ float alpha = smoothstep(minHeight, maxHeight, t) * (_AlphaTop - _AlphaBottom) + _AlphaBottom;
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+ col.a *= alpha;
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+ return col;
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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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