Shader "Spine/SkeletonGraphic Grayscale" 
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{ 
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    Properties 
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    { 
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        _GrayPhase("Phase", Range(0, 1)) = 1 
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        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} 
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        [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 
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        [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 
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        [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 
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        [HideInInspector] _Stencil("Stencil ID", Float) = 0 
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        [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 0 
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        [HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255 
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        [HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255 
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        [HideInInspector] _ColorMask("Color Mask", Float) = 15 
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        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 
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        // Outline properties are drawn via custom editor. 
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        [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 
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        [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0 
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        [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) 
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        [HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0 
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        [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 
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        [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 
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        [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 
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        [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 
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        [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 
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        [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 
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    } 
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    SubShader 
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    { 
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        Tags 
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        { 
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            "Queue" = "Transparent" 
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            "IgnoreProjector" = "True" 
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            "RenderType" = "Transparent" 
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            "PreviewType" = "Plane" 
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            "CanUseSpriteAtlas" = "True" 
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        } 
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        Stencil 
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        { 
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            Ref[_Stencil] 
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            Comp[_StencilComp] 
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            Pass[_StencilOp] 
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            ReadMask[_StencilReadMask] 
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            WriteMask[_StencilWriteMask] 
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        } 
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        Cull Off 
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        Lighting Off 
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        ZWrite Off 
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        ZTest[unity_GUIZTestMode] 
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        Fog { Mode Off } 
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        Blend One OneMinusSrcAlpha 
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        ColorMask[_ColorMask] 
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        Pass 
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        { 
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            Name "Normal" 
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        CGPROGRAM 
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            #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT 
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            #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE 
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            #pragma vertex vert 
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            #pragma fragment frag 
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            #pragma target 2.0 
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            #define ENABLE_GRAYSCALE 
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            #include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc" 
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        ENDCG 
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        } 
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    } 
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    CustomEditor "SpineShaderWithOutlineGUI" 
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} 
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