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							- Shader "Unlit/ULitShadow"
 
- {
 
-     Properties
 
-     {
 
-         _MainTex ("Texture", 2D) = "white" {}
 
-     }
 
-     SubShader
 
-     {
 
-         Tags {"Queue"= "Geometry" "RenderType"="Opaque" }
 
-         
 
-         Pass
 
-         {
 
-             CGPROGRAM
 
-             #pragma vertex vert
 
-             #pragma fragment frag
 
-          
 
-             #include "UnityCG.cginc"
 
-             #include "Lighting.cginc"
 
-             #include "AutoLight.cginc"
 
-             struct appdata
 
-             {
 
-                 float4 vertex : POSITION;
 
-                 float2 uv : TEXCOORD0;
 
-             };
 
-             struct v2f
 
-             {
 
-                 float2 uv : TEXCOORD0;  
 
-                 float3 worldPos: TEXCOORD1;
 
-                 SHADOW_COORDS(2)
 
-                 float4 vertex : SV_POSITION;
 
-             };
 
-             sampler2D _MainTex;
 
-             float4 _MainTex_ST;
 
-             v2f vert (appdata v)
 
-             {
 
-                 v2f o;
 
-                 o.vertex = UnityObjectToClipPos(v.vertex);
 
-                 o.worldPos = mul(unity_ObjectToWorld,float4(v.vertex.xyz,1)).xyz;
 
-                 TRANSFER_SHADOW(o);
 
-                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);               
 
-                 return o;
 
-             }
 
-             fixed4 frag (v2f i) : SV_Target
 
-             {                
 
-                 fixed4 col = tex2D(_MainTex, i.uv);   
 
-                 UNITY_LIGHT_ATTENUATION(myatten,i,i.worldPos); 
 
-                 col.rgb *= myatten;
 
-                 return col;
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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