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[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0// This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2// Back culling by default
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2// Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4// Less equal
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0// This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2// Back culling by default
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2// Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4// Less equal
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