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KSP-Conformal-Decals/Assets/Shaders/TextBlit.shader

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Shader "ConformalDecals/Text Blit"
{
Properties
{
_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Off
ZWrite Off
Pass
{
BlendOp Max
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) {
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 c = 0;
c.r = tex2D(_MainTex,(i.uv)).a;
return c;
}
ENDCG
}
}
}