// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) 
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Shader "UI/Flash" { 
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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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        _FlickerRate("Flash Rate",Float) = 2 
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        _Strengthness("Strengthness",Float) = 1 
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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 Off 
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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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            Name "Default" 
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            CGPROGRAM 
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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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#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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            UNITY_VERTEX_INPUT_INSTANCE_ID 
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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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            float2 texcoord  : TEXCOORD0; 
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            float4 worldPosition : TEXCOORD1; 
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            UNITY_VERTEX_OUTPUT_STEREO 
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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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        uniform float4 _RealTime; 
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        v2f vert(appdata_t IN) 
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        { 
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            v2f OUT; 
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            UNITY_SETUP_INSTANCE_ID(IN); 
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            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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            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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        float _FlickerRate; 
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        float _Strengthness; 
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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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            color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 
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            float white = (sin(_Time.y*3.14*_FlickerRate)*0.5 + 0.5)*_Strengthness; 
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            color.rgb *= 1 + white; 
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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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