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diff --git a/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Video-RealtimeEmissiveGamma.shader b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Video-RealtimeEmissiveGamma.shader
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+++ b/VRCSDK3Worlds/Assets/VRCSDK/Sample Assets/Shaders/Video-RealtimeEmissiveGamma.shader
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+// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
+
+Shader "Video/RealtimeEmissiveGamma" {
+ Properties {
+ _MainTex ("Emissive (RGB)", 2D) = "white" {}
+ _Emission ("Emission Scale", Float) = 1
+ [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
+ }
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 200
+
+ CGPROGRAM
+ // Physically based Standard lighting model, and enable shadows on all light types
+#pragma surface surf Standard fullforwardshadows
+
+ // Use shader model 3.0 target, to get nicer looking lighting
+#pragma target 3.0
+#pragma shader_feature _EMISSION
+#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
+
+ fixed _Emission;
+ sampler2D _MainTex;
+
+ struct Input {
+ float2 uv_MainTex;
+ };
+
+ // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
+ // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
+ // #pragma instancing_options assumeuniformscaling
+ UNITY_INSTANCING_BUFFER_START(Props)
+ // put more per-instance properties here
+ UNITY_INSTANCING_BUFFER_END(Props)
+
+ void surf (Input IN, inout SurfaceOutputStandard o) {
+ // emissive comes from texture
+ fixed4 e = tex2D (_MainTex, IN.uv_MainTex);
+ o.Albedo = fixed4(0,0,0,0);
+ o.Alpha = e.a;
+
+#if APPLY_GAMMA
+ e.rgb = pow(e.rgb,2.2);
+#endif
+ o.Emission = e * _Emission;
+ o.Metallic = 0;
+ o.Smoothness = 0;
+ }
+ ENDCG
+ }
+ FallBack "Diffuse"
+ CustomEditor "RealtimeEmissiveGammaGUI"
+}