| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 | Shader "Yoru/Horizon" {    Properties {        _MainTex ("Texture", 2D) = "white" {}        _TilingCustom ("TilingCustom", Vector) = (1,1,0,0)        _Color ("Color", Color) = (1,1,1,1)    }    SubShader {        Tags { "Queue"="Transparent" "RenderType"="Transparent" }        LOD 100        Pass {            Blend SrcAlpha OneMinusSrcAlpha            ZWrite Off            CGPROGRAM            #pragma vertex vert            #pragma fragment frag            #pragma multi_compile_instancing            #include "UnityCG.cginc"            struct appdata {                float4 vertex : POSITION;                float2 uv : TEXCOORD0;                UNITY_VERTEX_INPUT_INSTANCE_ID            };            struct v2f {                float2 uv : TEXCOORD0;                float4 vertex : SV_POSITION;                UNITY_VERTEX_OUTPUT_STEREO            };            sampler2D _MainTex;            float4 _MainTex_ST;            float2 _TilingCustom;            fixed4 _Color;            v2f vert (appdata v) {                v2f o;                UNITY_SETUP_INSTANCE_ID(v);                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);                o.vertex = UnityObjectToClipPos(v.vertex);                o.uv = v.uv * _TilingCustom;                return o;            }            fixed4 frag (v2f i) : SV_Target {                fixed4 col = tex2D(_MainTex, i.uv) * _Color;                return col;            }            ENDCG        }    }}
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