| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364 | Shader "Unlit/TexCliip"{    Properties    {        _MainTex ("Texture", 2D) = "white" {}    }    SubShader    {        Tags {"Queue" ="Transparent"  "RenderType"="Transparent" }        LOD 100        Pass        {            Blend SrcAlpha OneMinusSrcAlpha            CGPROGRAM            #pragma vertex vert            #pragma fragment frag            // make fog work            #pragma multi_compile_fog            #include "UnityCG.cginc"            struct appdata            {                float4 vertex : POSITION;                float2 uv : TEXCOORD0;                float4 color: COLOR;            };            struct v2f            {                float2 uv : TEXCOORD0;                UNITY_FOG_COORDS(1)                float4 vertex : SV_POSITION;                fixed4 color : TEXCOORD2;            };            sampler2D _MainTex;            float4 _MainTex_ST;            v2f vert (appdata v)            {                v2f o;                o.vertex = UnityObjectToClipPos(v.vertex);                o.uv = TRANSFORM_TEX(v.uv, _MainTex);                UNITY_TRANSFER_FOG(o,o.vertex);                o.color = v.color;                return o;            }            fixed4 frag (v2f i) : SV_Target            {                // sample the texture                fixed4 col = tex2D(_MainTex, i.uv);                clip(col.a - 0.5);                // apply fog                UNITY_APPLY_FOG(i.fogCoord, col);                col.a = i.color.a;                return col;            }            ENDCG        }    }}
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