// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 
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Shader "UI/Gray" 
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{ 
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    Properties 
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    { 
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        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} 
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        _Color("Tint", Color) = (1,1,1,1) 
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        _StencilComp("Stencil Comparison", Float) = 8 
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        _Stencil("Stencil ID", Float) = 0 
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        _StencilOp("Stencil Operation", Float) = 0 
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        _StencilWriteMask("Stencil Write Mask", Float) = 255 
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        _StencilReadMask("Stencil Read Mask", Float) = 255 
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        _ColorMask("Color Mask", Float) = 15 
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        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 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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            Blend SrcAlpha OneMinusSrcAlpha 
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            ColorMask[_ColorMask] 
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        Pass 
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        { 
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            CGPROGRAM 
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            #pragma vertex vert 
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            #pragma fragment frag 
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            #include "UnityCG.cginc" 
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            #include "UnityUI.cginc" 
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            #pragma multi_compile __ UNITY_UI_ALPHACLIP 
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        struct appdata_t 
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        { 
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            float4 vertex   : POSITION; 
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            float4 color    : COLOR; 
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            float2 texcoord : TEXCOORD0; 
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        }; 
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        struct v2f 
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        { 
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            float4 vertex   : SV_POSITION; 
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            fixed4 color : COLOR; 
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            half2 texcoord  : TEXCOORD0; 
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            float4 worldPosition : TEXCOORD1; 
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        }; 
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        fixed4 _Color; 
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        fixed4 _TextureSampleAdd; 
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        float4 _ClipRect; 
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        v2f vert(appdata_t IN) 
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        { 
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            v2f OUT; 
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            OUT.worldPosition = IN.vertex; 
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            OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 
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            OUT.texcoord = IN.texcoord; 
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            #ifdef UNITY_HALF_TEXEL_OFFSET 
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            OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); 
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            #endif 
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            OUT.color = IN.color * _Color; 
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            return OUT; 
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        } 
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        sampler2D _MainTex; 
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        fixed4 frag(v2f IN) : SV_Target 
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        { 
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            half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 
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            //Add Start 
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            float grey = dot(color.rgb , float3(0.1, 0.1, 0.9)); 
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            color.rgb = half3(grey, grey, grey); 
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            //Add End 
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            color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 
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            #ifdef UNITY_UI_ALPHACLIP 
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            clip(color.a - 0.001); 
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            #endif 
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            return color; 
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        } 
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            ENDCG 
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        } 
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    } 
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} 
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