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it doesn't do anything now˙˙˙˙şdo#line 13 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 13 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; samplerCUBE _ToonShade; float4 _MainTex_ST; float4 _Color; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float2 texcoord : TEXCOORD0; float3 cubenormal : TEXCOORD1; }; v2f vert (appdata v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); return o; } float4 frag (v2f i) : COLOR { float4 col = _Color * tex2D(_MainTex, i.texcoord); float4 cube = texCUBE(_ToonShade, i.cubenormal); return float4(2.0f * cube.rgb * col.rgb, col.a); } +Assets/LeapMotion/Materials/Sources/Shaders˙˙˙˙Fë4šg—Ś<ĺÇčÍŰä SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONł‚#line 84 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 84 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; }; v2f vert( appdata_base v ) { v2f o; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag( v2f i ) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } Assets/DefaultResourcesExtra˙˙˙˙Fë4šg—Ś<ĺÇčÍŰä SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONSHADOWS_CUBE SHADOWS_DEPTH