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Description
I am trying to work on a existing project, this is the first time i am using unity and just after opening the project i get these issues
Entire code:
Shader "KFF/Unlit_MaskOnly" {
Properties {
_Mask ("Culling Mask", 2D) = "white" { }
}
SubShader {
Tags { "QUEUE"="Transparent" }
Pass {
Tags { "QUEUE"="Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
GpuProgramID 18254
Program "vp" {
SubProgram "gles " {
"!!GLES
#version 100
#ifdef VERTEX
attribute vec4 _glesVertex;
attribute vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _Mask_ST;
varying lowp vec4 xlv_COLOR0;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
lowp vec4 tmpvar_1;
mediump vec4 tmpvar_2;
tmpvar_2 = clamp (vec4(0.0, 0.0, 0.0, 1.1), 0.0, 1.0);
tmpvar_1 = tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = _glesVertex.xyz;
xlv_COLOR0 = tmpvar_1;
xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _Mask_ST.xy) + _Mask_ST.zw);
gl_Position = (glstate_matrix_mvp * tmpvar_3);
}
#endif
#ifdef FRAGMENT
uniform sampler2D _Mask;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
lowp vec4 tmpvar_1;
tmpvar_1 = texture2D (_Mask, xlv_TEXCOORD0);
gl_FragData[0] = tmpvar_1;
}
#endif"
}
SubProgram "gles3 " {
"!!GLES3
#ifdef VERTEX
#version 300 es
uniform vec4 _Time;
uniform vec4 _SinTime;
uniform vec4 _CosTime;
uniform vec4 unity_DeltaTime;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _ProjectionParams;
uniform vec4 _ScreenParams;
uniform vec4 _ZBufferParams;
uniform vec4 unity_OrthoParams;
uniform vec4 unity_CameraWorldClipPlanes[6];
uniform mat4x4 unity_CameraProjection;
uniform mat4x4 unity_CameraInvProjection;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightPositionRange;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosZ0;
uniform mediump vec4 unity_4LightAtten0;
uniform mediump vec4 unity_LightColor[8];
uniform vec4 unity_LightPosition[8];
uniform mediump vec4 unity_LightAtten[8];
uniform vec4 unity_SpotDirection[8];
uniform mediump vec4 unity_SHAr;
uniform mediump vec4 unity_SHAg;
uniform mediump vec4 unity_SHAb;
uniform mediump vec4 unity_SHBr;
uniform mediump vec4 unity_SHBg;
uniform mediump vec4 unity_SHBb;
uniform mediump vec4 unity_SHC;
uniform mediump vec3 unity_LightColor0;
uniform mediump vec3 unity_LightColor1;
uniform mediump vec3 unity_LightColor2;
uniform mediump vec3 unity_LightColor3;
uniform vec4 unity_ShadowSplitSpheres[4];
uniform vec4 unity_ShadowSplitSqRadii;
uniform vec4 unity_LightShadowBias;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform mat4x4 unity_World2Shadow[4];
uniform mediump vec4 _LightShadowData;
uniform vec4 unity_ShadowFadeCenterAndType;
uniform mat4x4 glstate_matrix_mvp;
uniform mat4x4 glstate_matrix_modelview0;
uniform mat4x4 glstate_matrix_invtrans_modelview0;
uniform mat4x4 _Object2World;
uniform mat4x4 _World2Object;
uniform vec4 unity_LODFade;
uniform vec4 unity_WorldTransformParams;
uniform mat4x4 glstate_matrix_transpose_modelview0;
uniform mat4x4 glstate_matrix_projection;
uniform lowp vec4 glstate_lightmodel_ambient;
uniform mat4x4 unity_MatrixV;
uniform mat4x4 unity_MatrixVP;
uniform lowp vec4 unity_AmbientSky;
uniform lowp vec4 unity_AmbientEquator;
uniform lowp vec4 unity_AmbientGround;
uniform lowp vec4 unity_FogColor;
uniform vec4 unity_FogParams;
uniform vec4 unity_LightmapST;
uniform vec4 unity_DynamicLightmapST;
uniform vec4 unity_SpecCube0_BoxMax;
uniform vec4 unity_SpecCube0_BoxMin;
uniform vec4 unity_SpecCube0_ProbePosition;
uniform mediump vec4 unity_SpecCube0_HDR;
uniform vec4 unity_SpecCube1_BoxMax;
uniform vec4 unity_SpecCube1_BoxMin;
uniform vec4 unity_SpecCube1_ProbePosition;
uniform mediump vec4 unity_SpecCube1_HDR;
uniform lowp vec4 unity_ColorSpaceGrey;
uniform lowp vec4 unity_ColorSpaceDouble;
uniform mediump vec4 unity_ColorSpaceDielectricSpec;
uniform mediump vec4 unity_ColorSpaceLuminance;
uniform mediump vec4 unity_Lightmap_HDR;
uniform mediump vec4 unity_DynamicLightmap_HDR;
uniform vec4 _Mask_ST;
in highp vec3 in_POSITION0;
in highp vec3 in_TEXCOORD0;
out lowp vec4 vs_COLOR0;
out highp vec2 vs_TEXCOORD0;
vec4 t0;
void main()
{
t0 = vec4(0.0);
vs_COLOR0 = vec4(0.0, 0.0, 0.0, 1.0);
vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _Mask_ST.xy + _Mask_ST.zw;
t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
gl_Position = t0 + glstate_matrix_mvp[3];
return;
}
#endif
#ifdef FRAGMENT
#version 300 es
precision highp float;
precision highp int;
uniform lowp sampler2D _Mask;
in highp vec2 vs_TEXCOORD0;
layout(location = 0) out lowp vec4 SV_Target0;
lowp vec4 t10_0;
void main()
{
t10_0 = vec4(0.0);
t10_0 = texture(_Mask, vs_TEXCOORD0.xy);
SV_Target0 = t10_0;
return;
}
#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
SubProgram "gles3 " {
"!!GLES3"
}
}
}
}
}

