// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Character/Character,Emission,Flow_NEW"
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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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_EmissiveTex ("Emissiv Texture", 2D) = "black" { }
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_EmissiveColor ("EmissivColor", Color) = (1, 1, 1, 1)
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_EmissiveSpeed ("EmissivSpeed", Range(0, 1)) = 0
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_EmissiveIntensity ("EmissivIntensity", Range(0, 2)) = 0
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_EmissiveMin ("EmissivMin", Range(0, 1)) = 0
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_EmissiveMax ("EmissivMax", Range(0, 1)) = 1
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_FlowTex ("Flow Texture", 2D) = "white" { }
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_FlowColor ("Flow Color", Color) = (0.5, 0.5, 0.5, 1)
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_FlowSpeed ("Flow Speed", Float) = 0.2
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_PannerX ("Flow PannerX", Float) = 0.01
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_PannerX ("Flow PannerY", Float) = -0.01
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}
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Subshader
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{
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LOD 350
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Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
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UsePass "Character/Basic/XRAYPASSBASE"
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UsePass "Character/Basic/EMISSION_FLOW_NEW"
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}
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Subshader
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{
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LOD 300
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Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
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UsePass "Character/Basic/EMISSION_FLOW_NEW"
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}
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FallBack "Diffuse"
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}
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