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							- Shader "AVProVideo/Internal/Preview"
 
- {
 
- 	Properties
 
- 	{
 
- 		_MainTex("Texture", any) = "" {}
 
- 	}
 
- 	SubShader
 
- 	{
 
- 		Tags { "ForceSupported" = "True" }
 
- 		Blend SrcAlpha OneMinusSrcAlpha
 
- 		Lighting Off
 
- 		Cull Off
 
- 		ZWrite Off
 
- 		ZTest Always
 
- 		Pass
 
- 		{
 
- 			Name "ALPHA BLEND"
 
- 			CGPROGRAM
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#pragma target 2.0
 
- 			#include "UnityCG.cginc"
 
- 			#include "../AVProVideo.cginc"
 
- 			struct appdata_t {
 
- 				float4 vertex : POSITION;
 
- 				fixed4 color : COLOR;
 
- 				float2 texcoord : TEXCOORD0;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct v2f {
 
- 				float4 vertex : SV_POSITION;
 
- 				fixed4 color : COLOR;
 
- 				float2 texcoord : TEXCOORD0;
 
- 				float2 clipUV : TEXCOORD1;
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			uniform sampler2D _MainTex;
 
- 			uniform sampler2D _GUIClipTexture;
 
- 			uniform bool _ManualTex2SRGB;
 
- 			uniform float4 _MainTex_ST;
 
- 			uniform fixed4 _Color;
 
- 			uniform float4x4 unity_GUIClipTextureMatrix;
 
- 			v2f vert (appdata_t v)
 
- 			{
 
- 				v2f o;
 
- 				UNITY_SETUP_INSTANCE_ID(v);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 
- 				o.vertex = UnityObjectToClipPos(v.vertex);
 
- 				float3 eyePos = UnityObjectToViewPos(v.vertex);
 
- 				o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
 
- 				o.color = v.color;
 
- 				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
 
- 				return o;
 
- 			}
 
- 			fixed4 frag (v2f i) : SV_Target
 
- 			{
 
- 				fixed4 colTex = tex2D(_MainTex, i.texcoord);
 
- 				if (_ManualTex2SRGB)
 
- 					colTex.rgb = LinearToGamma(colTex.rgb);
 
- 				fixed4 col = colTex * i.color;
 
- 				col.a *= tex2D(_GUIClipTexture, i.clipUV).a;
 
- 				return col;
 
- 			}
 
- 			ENDCG
 
- 		}
 
- 	}
 
- 	Fallback off
 
- }
 
 
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