Added Unity project files
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "VRChat/Sprites/Diffuse"
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{
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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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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", 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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Cull Off
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#include "UnitySprites.cginc"
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struct Input
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{
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float2 uv_MainTex;
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fixed4 color;
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};
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void vert (inout appdata_full v, out Input o)
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{
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v.vertex.xy *= _Flip.xy;
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#if defined(PIXELSNAP_ON)
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v.vertex = UnityPixelSnap (v.vertex);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color * _RendererColor;
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color;
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o.Albedo = c.rgb * c.a;
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o.Alpha = c.a;
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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}
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