| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869 | Shader "Enviro3/Lightning" {Properties {	_MainTex ("Texture", 2D) = "white" {}	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)	_Intensity("Brightness", float) = 250}Category {	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }	Blend One One	ColorMask RGB	Cull Off Lighting Off ZWrite Off	SubShader {		Pass {					CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#pragma target 2.0			#pragma multi_compile_particles			#pragma multi_compile_fog			#pragma exclude_renderers gles 			#include "UnityCG.cginc"			sampler2D _MainTex; 			float4 _TintColor;						float _Intensity;						struct appdata_t 			{				float4 vertex : POSITION;				float2 texcoord : TEXCOORD0;				UNITY_VERTEX_INPUT_INSTANCE_ID			};			struct v2f {				float4 vertex : SV_POSITION;				float2 texcoord : TEXCOORD0;				UNITY_VERTEX_OUTPUT_STEREO			};			float4 _MainTex_ST;						v2f vert (appdata_t v)			{				v2f o;				UNITY_SETUP_INSTANCE_ID(v);				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);				o.vertex = UnityObjectToClipPos(v.vertex);				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);				return o;			}						fixed4 frag (v2f i) : SV_Target			{								half4 col = tex2D(_MainTex, i.texcoord) * _TintColor;				col.rgb *= _Intensity;				col.rgb *= col.a;				return col;			}			ENDCG 		}	} }}
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