인풋매니저, 리소스매니저 구조 생성 및 리소스 정리
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Shader "UnityChan/Eye"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1, 1, 1, 1)
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_ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1)
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_MainTex ("Diffuse", 2D) = "white" {}
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_FalloffSampler ("Falloff Control", 2D) = "white" {}
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_RimLightSampler ("RimLight Control", 2D) = "white" {}
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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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"RenderType"="Opaque"
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"Queue"="Geometry"
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"LightMode"="ForwardBase"
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}
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Pass
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{
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Cull Back
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ZTest LEqual
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CGPROGRAM
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#pragma multi_compile_fwdbase
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "CharaSkin.cg"
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ENDCG
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}
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}
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FallBack "Transparent/Cutout/Diffuse"
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}
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