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							- Shader "Custom/Outlight"
 
- {
 
-     Properties
 
-     {
 
-         _MainTex("Texture", 2D) = "white" {}
 
-         _LightColor("Light Color", Color) = (1.0, 1.0, 1.0, 1.0)
 
-         _Size("Size", Float) = 1
 
-     }
 
-         SubShader{
 
-             Blend SrcAlpha OneMinusSrcAlpha
 
-             CGINCLUDE
 
-             #include "UnityCG.cginc"
 
-             struct v2f {
 
-                 float4 pos : SV_POSITION;
 
-                 float2 uv: TEXCOORD0;
 
-             };
 
-             sampler2D _MainTex;
 
-             float4 _MainTex_ST;
 
-             half4 _MainTex_TexelSize;
 
-             float4 _LightColor;
 
-             float _Size;
 
-             ENDCG
 
-             Pass {
 
-                 CGPROGRAM
 
-                 #pragma vertex vert
 
-                 #pragma fragment frag
 
-                 #include "UnityCG.cginc"
 
-                 v2f vert(appdata_img IN)
 
-                 {
 
-                     v2f OUT;
 
-                     OUT.pos = UnityObjectToClipPos(IN.vertex);
 
-                     OUT.uv = TRANSFORM_TEX(IN.texcoord, _MainTex);
 
-                     return OUT;
 
-                 }
 
-                 fixed4 frag(v2f IN) : SV_Target
 
-                 {
 
-                     fixed4 color = tex2D(_MainTex, IN.uv);
 
-                     fixed4 c = _LightColor;
 
-                     float sum = tex2D(_MainTex, IN.uv).a;
 
-                     for (float i = 1.0; i <= _Size; i += 1.0) {
 
-                         sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(i, 0)).a;
 
-                         sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(-1.0 * i, 0)).a;
 
-                         sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(0, 1.0 * i)).a;
 
-                         sum += tex2D(_MainTex, IN.uv + _MainTex_TexelSize.xy * half2(0, -1.0 * i)).a;
 
-                     }
 
-                     c.a = sum / (4.0 * _Size + 1.0);
 
-                     return step(0.1, color.a) * color + step(0.1, 1.0 - color.a) * c;
 
-                 }
 
-                 ENDCG
 
-             }
 
-         }
 
- }
 
 
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