Shader "#NAME#/#Character#"  
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{  
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    Properties  
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    {  
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        _MainTex("Main Texture", 2D) = "white" {}  
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    }  
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    Subshader  
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    {  
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        LOD 200  
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        Tags {  
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            "Queue" = "Geometry"  
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            "IgnoreProjector" = "True"  
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            "LightMode" = "ForwardBase"  
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        }  
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        Pass  
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        {  
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        Cull Back  
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        Fog {Mode Off}  
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        CGPROGRAM  
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        #pragma target 3.0  
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        #pragma vertex vert  
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        #pragma fragment frag  
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        #pragma multi_compile_fwdbase  
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        #pragma exclude_renderers flash   
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        #include "UnityCG.cginc"  
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        #include "SnxxzCG.cginc"  
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        struct vertexInput  
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        {  
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            half4 vertex : POSITION;  
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            half3 normal : NORMAL;  
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            half4 tangent : TANGENT;  
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            half2 texcoord    : TEXCOORD0;  
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        };  
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        struct v2f  
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        {  
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            half4 pos : SV_POSITION;  
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            half2 uv0 : TEXCOORD0;  
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        };  
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        uniform sampler2D _MainTex;  
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        v2f vert(vertexInput v)  
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        {  
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            v2f o;  
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            o.pos = v.vertex;  
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            o.uv0 = v.texcoord;  
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            return o;  
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        }  
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        fixed4 frag(v2f i) : SV_Target{  
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            half4 color;  
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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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    FallBack "Diffuse"  
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} 
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