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							- Shader "ParticleEffectProfiler/OverDraw"
 
- {
 
- 	SubShader
 
- 	{
 
- 		Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
 
- 		LOD 100
 
- 		Fog { Mode Off }
 
- 		ZWrite Off
 
- 		ZTest Always
 
- 		Blend One One
 
- 		Pass
 
- 		{
 
- 			CGPROGRAM
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#include "UnityCG.cginc"
 
- 			struct appdata
 
- 			{
 
- 				float4 vertex : POSITION;
 
- 			};
 
- 			struct v2f
 
- 			{
 
- 				float4 vertex : SV_POSITION;
 
- 			};
 
- 			v2f vert(appdata v)
 
- 			{
 
- 				v2f o;
 
- 				o.vertex = UnityObjectToClipPos(v.vertex);
 
- 				return o;
 
- 			}
 
- 			fixed4 frag(v2f i) : SV_Target
 
- 			{
 
- 				return fixed4(0.1, 0.04, 0.02, 0);
 
- 			}
 
- 			ENDCG
 
- 		}
 
- 	}
 
- }
 
 
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