Shader "Hidden/LIV_ClipPlaneFixAlpha" {
	Properties {
	}
	SubShader {
		Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Overlay" }
		Pass {
			Name "CLIP_PLANE_FIX_ALPHA"
			Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Overlay" }
			ColorMask A -1
			ZTest Greater
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 27304
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec4 in_POSITION0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy * vec2(2.0, 2.0);
					    gl_Position.zw = vec2(0.0, 1.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) in  vec4 in_POSITION0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy * vec2(2.0, 2.0);
					    gl_Position.zw = vec2(0.0, 1.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(1.0, 1.0, 1.0, 1.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(1.0, 1.0, 1.0, 1.0);
					    return;
					}"
				}
			}
		}
	}
}