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using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Unlit_Transparent_Cutout
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Unlit/Transparent Cutout",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
}
}
);
}
}
}
}
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