| 1234567891011121314151617181920212223242526272829303132333435363738394041424344 | 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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