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							- Shader "Yoru/SpriteTiling" {
 
-     Properties {
 
-         _MainTex ("Texture", 2D) = "white" {}
 
-         _Tiling ("Tiling", Vector) = (1,1,0,0)
 
-         _Color ("Color", Color) = (1,1,1,1)
 
-     }
 
-     SubShader {
 
-         Tags { "Queue"="Transparent" "RenderType"="Transparent" }
 
-         LOD 100
 
-         Pass {
 
-             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;
 
-             float4 _Tiling;
 
-             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 * _Tiling.xy;
 
-                 return o;
 
-             }
 
-             fixed4 frag (v2f i) : SV_Target {
 
-                 fixed4 col = tex2D(_MainTex, i.uv) * _Color;
 
-                 return col;
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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