| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 | 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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