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Shader "Douyin/gt"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
scale ("scale", float) = 1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
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