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Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
||||
_Emission("Emission", Float) = 2
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend One[_Blend2]
|
||||
ColorMask RGB
|
||||
Cull[_CullMode]
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if UNITY_VERSION >= 560
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
||||
|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform fixed _Usedepth;
|
||||
uniform fixed _Usecustomrandom;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float4 uv0_Flow = i.texcoord;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
|
||||
fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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WireConnection;90;0;30;0
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WireConnection;90;1;41;0
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WireConnection;51;0;90;0
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WireConnection;51;1;52;0
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WireConnection;72;0;40;0
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ASEEND*/
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fileFormatVersion: 2
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guid: bd6af5d577c618947b73aa60db554e51
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ShaderImporter:
|
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Hovl/Particles/Blend_CenterGlow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
||||
_Emission("Emission", Float) = 2
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
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}
|
||||
|
||||
Category
|
||||
{
|
||||
SubShader
|
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{
|
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
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Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
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Cull[_CullMode]
|
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Lighting Off
|
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ZWrite Off
|
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ZTest LEqual
|
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|
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Pass {
|
||||
CGPROGRAM
|
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|
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
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#pragma target 2.0
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#pragma multi_compile_particles
|
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#pragma multi_compile_fog
|
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#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
|
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
|
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float4 texcoord : TEXCOORD0;
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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};
|
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|
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struct v2f
|
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
|
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float4 projPos : TEXCOORD2;
|
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#endif
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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UNITY_VERTEX_OUTPUT_STEREO
|
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};
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|
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#if UNITY_VERSION >= 560
|
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
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#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
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|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
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|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform fixed _Usedepth;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
float lp = 1;
|
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#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float3 uv0_Flow = i.texcoord.xyz;
|
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uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
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float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
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float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
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float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = tex2DNode33 - temp_cast_0;
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
|
||||
fixed4 col = appendResult87;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
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}
|
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}
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WireConnection;39;1;37;0
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WireConnection;13;1;96;0
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WireConnection;30;1;14;0
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WireConnection;30;2;31;0
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WireConnection;30;3;32;0
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WireConnection;78;0;30;0
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WireConnection;72;0;40;0
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WireConnection;41;1;72;0
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WireConnection;90;0;78;0
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WireConnection;90;1;41;0
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WireConnection;88;0;13;4
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WireConnection;88;1;14;4
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WireConnection;88;2;31;4
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WireConnection;88;3;32;4
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WireConnection;88;4;62;0
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WireConnection;51;0;90;0
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WireConnection;87;0;51;0
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WireConnection;87;3;88;0
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WireConnection;68;0;87;0
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ASEEND*/
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//CHKSM=6491C071EE93F6CB5519EE8EDFA5D53EADF84C5E
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fileFormatVersion: 2
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guid: b68b99c2e57cef4419465c63c527201b
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Hovl/Particles/Explosion"
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{
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Properties
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{
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_Noise("Noise", 2D) = "white" {}
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_FinalEmission("Final Emission", Float) = 1
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_Color("Color", Color) = (1,1,1,1)
|
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_GlowColor("Glow Color", Color) = (1,1,0,1)
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_Opacity("Opacity", Range( 0 , 1)) = 1
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_NoisespeedXYNoisepowerZGlowpowerW("Noise speed XY Noise power Z Glow power W", Vector) = (0.314,0.427,0.001,4)
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_MotionVector("MotionVector", 2D) = "white" {}
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_MainTex("MainTex", 2D) = "white" {}
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_TilingXY("Tiling XY", Vector) = (8,8,0,0)
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_MotionAmount("MotionAmount", Float) = 0.001
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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}
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Category
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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UNITY_VERTEX_OUTPUT_STEREO
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|
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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|
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//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
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|
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uniform sampler2D _MainTex;
|
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uniform float4 _MainTex_ST;
|
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uniform float4 _GlowColor;
|
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uniform sampler2D _Noise;
|
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uniform float4 _Noise_ST;
|
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uniform float4 _NoisespeedXYNoisepowerZGlowpowerW;
|
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uniform sampler2D _MotionVector;
|
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uniform float4 _TilingXY;
|
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uniform float _MotionAmount;
|
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uniform float4 _Color;
|
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uniform float _FinalEmission;
|
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uniform float _Opacity;
|
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uniform fixed _Usedepth;
|
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uniform float _Depthpower;
|
||||
|
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v2f vert ( appdata_t v )
|
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{
|
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v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
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|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
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o.vertex = UnityObjectToClipPos(v.vertex);
|
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#ifdef SOFTPARTICLES_ON
|
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o.projPos = ComputeScreenPos (o.vertex);
|
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COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
float lp = 1;
|
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#ifdef SOFTPARTICLES_ON
|
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
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float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
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lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
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#endif
|
||||
|
||||
float4 uv0_Noise = i.texcoord;
|
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uv0_Noise.xy = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
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float Emission57 = uv0_Noise.z;
|
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float2 appendResult1 = (float2(_NoisespeedXYNoisepowerZGlowpowerW.x , _NoisespeedXYNoisepowerZGlowpowerW.y));
|
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float4 temp_output_9_0 = ( tex2D( _Noise, ( uv0_Noise + float4( ( _Time.y * appendResult1 ), 0.0 , 0.0 ) ).xy ) * _NoisespeedXYNoisepowerZGlowpowerW.z );
|
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float T104 = uv0_Noise.w;
|
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float Fract113 = frac( T104 );
|
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float temp_output_89_0 = floor( T104 );
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// *** BEGIN Flipbook UV Animation vars ***
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// Total tiles of Flipbook Texture
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float fbtotaltiles107 = _TilingXY.x * _TilingXY.y;
|
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// Offsets for cols and rows of Flipbook Texture
|
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float fbcolsoffset107 = 1.0f / _TilingXY.x;
|
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float fbrowsoffset107 = 1.0f / _TilingXY.y;
|
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// Speed of animation
|
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float fbspeed107 = _Time[ 1 ] * 0.0;
|
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// UV Tiling (col and row offset)
|
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float2 fbtiling107 = float2(fbcolsoffset107, fbrowsoffset107);
|
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// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
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// Calculate current tile linear index
|
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float fbcurrenttileindex107 = round( fmod( fbspeed107 + temp_output_89_0, fbtotaltiles107) );
|
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fbcurrenttileindex107 += ( fbcurrenttileindex107 < 0) ? fbtotaltiles107 : 0;
|
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// Obtain Offset X coordinate from current tile linear index
|
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float fblinearindextox107 = round ( fmod ( fbcurrenttileindex107, _TilingXY.x ) );
|
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// Multiply Offset X by coloffset
|
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float fboffsetx107 = fblinearindextox107 * fbcolsoffset107;
|
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// Obtain Offset Y coordinate from current tile linear index
|
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float fblinearindextoy107 = round( fmod( ( fbcurrenttileindex107 - fblinearindextox107 ) / _TilingXY.x, _TilingXY.y ) );
|
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// Reverse Y to get tiles from Top to Bottom
|
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fblinearindextoy107 = (int)(_TilingXY.y-1) - fblinearindextoy107;
|
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// Multiply Offset Y by rowoffset
|
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float fboffsety107 = fblinearindextoy107 * fbrowsoffset107;
|
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// UV Offset
|
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float2 fboffset107 = float2(fboffsetx107, fboffsety107);
|
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// Flipbook UV
|
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half2 fbuv107 = uv0_MainTex * fbtiling107 + fboffset107;
|
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// *** END Flipbook UV Animation vars ***
|
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float4 temp_cast_2 = (_MotionAmount).xxxx;
|
||||
float4 temp_cast_3 = (( _MotionAmount * -1.0 )).xxxx;
|
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float4 temp_output_93_0 = (temp_cast_2 + (tex2D( _MotionVector, fbuv107 ) - float4( 0,0,0,0 )) * (temp_cast_3 - temp_cast_2) / (float4( 1,1,1,1 ) - float4( 0,0,0,0 )));
|
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float4 tex2DNode14 = tex2D( _MainTex, ( temp_output_9_0 + ( Fract113 * temp_output_93_0 ) + float4( fbuv107, 0.0 , 0.0 ) ).rg );
|
||||
float4 temp_cast_8 = (_MotionAmount).xxxx;
|
||||
float4 temp_cast_9 = (( _MotionAmount * -1.0 )).xxxx;
|
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float fbtotaltiles103 = _TilingXY.x * _TilingXY.y;
|
||||
float fbcolsoffset103 = 1.0f / _TilingXY.x;
|
||||
float fbrowsoffset103 = 1.0f / _TilingXY.y;
|
||||
float fbspeed103 = _Time[ 1 ] * 0.0;
|
||||
float2 fbtiling103 = float2(fbcolsoffset103, fbrowsoffset103);
|
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float fbcurrenttileindex103 = round( fmod( fbspeed103 + ( temp_output_89_0 + 1.0 ), fbtotaltiles103) );
|
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fbcurrenttileindex103 += ( fbcurrenttileindex103 < 0) ? fbtotaltiles103 : 0;
|
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float fblinearindextox103 = round ( fmod ( fbcurrenttileindex103, _TilingXY.x ) );
|
||||
float fboffsetx103 = fblinearindextox103 * fbcolsoffset103;
|
||||
float fblinearindextoy103 = round( fmod( ( fbcurrenttileindex103 - fblinearindextox103 ) / _TilingXY.x, _TilingXY.y ) );
|
||||
fblinearindextoy103 = (int)(_TilingXY.y-1) - fblinearindextoy103;
|
||||
float fboffsety103 = fblinearindextoy103 * fbrowsoffset103;
|
||||
float2 fboffset103 = float2(fboffsetx103, fboffsety103);
|
||||
half2 fbuv103 = uv0_MainTex * fbtiling103 + fboffset103;
|
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float4 tex2DNode60 = tex2D( _MainTex, ( temp_output_9_0 + ( ( Fract113 + -1.0 ) * temp_output_93_0 ) + float4( fbuv103, 0.0 , 0.0 ) ).rg );
|
||||
float4 lerpResult63 = lerp( tex2DNode14 , tex2DNode60 , Fract113);
|
||||
float4 temp_cast_12 = (_NoisespeedXYNoisepowerZGlowpowerW.w).xxxx;
|
||||
float4 temp_cast_13 = (10000.0).xxxx;
|
||||
float4 clampResult132 = clamp( ( _GlowColor * Emission57 * pow( abs( lerpResult63 ) , temp_cast_12 ) ) , float4( 0,0,0,0 ) , temp_cast_13 );
|
||||
float lerpResult65 = lerp( tex2DNode14.a , tex2DNode60.a , Fract113);
|
||||
float4 appendResult136 = (float4(( ( clampResult132 + lerpResult63 ) * _Color * i.color * _FinalEmission ).rgb , ( ( lerpResult65 * _Color.a * i.color.a ) * _Opacity )));
|
||||
|
||||
|
||||
fixed4 col = appendResult136;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
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}
|
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}
|
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|
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|
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|
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}
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