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Shader "Hidden/ftBlack"
{
SubShader
{
Pass
{
Name "META"
Tags {"LightMode"="Meta"}
Cull Off
CGPROGRAM
#include "UnityCG.cginc"
struct VertexInput
{
float2 uv1 : TEXCOORD1;
};
struct v2f_meta2
{
float4 pos : SV_POSITION;
};
v2f_meta2 vert_meta2 (VertexInput v)
{
v2f_meta2 o;
o.pos = float4(((v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw)*2-1) * float2(1,-1), 0.5, 1);
return o;
}
float4 frag_meta2 (v2f_meta2 i): SV_Target
{
return float4(0,0,0,1);
}
#pragma vertex vert_meta2
#pragma fragment frag_meta2
ENDCG
}
}
}
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