Test
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Shader "Reflective/Diffuse Transperant" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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_Cube ("Reflection Cubemap", Cube) = "_Skybox" { }
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}
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SubShader {
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LOD 300
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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CGPROGRAM
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#pragma surface surf Lambert alpha
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sampler2D _MainTex;
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samplerCUBE _Cube;
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fixed4 _Color;
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fixed4 _ReflectColor;
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struct Input {
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float2 uv_MainTex;
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float3 worldRefl;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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fixed4 c = tex * _Color;
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o.Albedo = c.rgb;
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fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
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reflcol *= tex.a;
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o.Emission = reflcol.rgb * _ReflectColor.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Reflective/VertexLit"
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}
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