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							- Shader "Unlit/XuanKuang"
 
- {
 
-     Properties
 
-     {
 
-         [HDR]_MainCol("MainCol",color) = (1,1,1,1)
 
-         [HDR]_FlowCol("FlowCol",color)= (1,1,1,1)
 
-         _FlowTex("FlowTex",2D)= "white" {}
 
-         _FlowSpeed("FlowSpeed",Vector)= (0, 0,0, 0)        
 
-     }
 
-     SubShader
 
-     {
 
-         Cull Off
 
-         ZTest Off
 
-         ZWrite Off
 
-         Blend SrcAlpha OneMinusSrcAlpha
 
-         Tags {"Queue"= "Transparent" "RenderType"="Transparent" }
 
-         
 
-         Pass
 
-         {
 
-             CGPROGRAM
 
-             #pragma vertex vert
 
-             #pragma fragment frag
 
-            
 
-             #include "UnityCG.cginc"
 
-             struct appdata
 
-             {
 
-                 float4 vertex : POSITION;
 
-                 float4 color : COLOR;
 
-                 float2 uv:TEXCOORD0;
 
-             };
 
-             struct v2f
 
-             {
 
-                 float4 color: TEXCOORD0;             
 
-                 float4 vertex : SV_POSITION;
 
-                 float2 uv:TEXCOORD1;
 
-             };
 
-             half4 _MainCol, _FlowCol;
 
-             sampler2D _FlowTex;
 
-             float4 _FlowTex_ST;
 
-             float4 _FlowSpeed;
 
-             v2f vert (appdata v)
 
-             {
 
-                 v2f o;
 
-                 o.vertex = UnityObjectToClipPos(v.vertex);
 
-                 o.color = v.color;
 
-                 o.uv = TRANSFORM_TEX(v.uv, _FlowTex);
 
-                 o.uv += _Time.y * float2(_FlowSpeed.x, _FlowSpeed.y);
 
-                 return o;
 
-             }
 
-             half4 frag(v2f i) : SV_Target
 
-             {
 
-                 // sample the texture
 
-                 half4 col = half4(_MainCol.rgb,_MainCol.a*i.color.a);
 
-                 half4 flowCol = tex2D(_FlowTex, i.uv) * _FlowCol* i.color.r;
 
-                 half4 finalCol = half4(col.rgb + flowCol.rgb, min(1, (col.a + i.color.r))* i.color.a);
 
-                 return finalCol;
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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