This commit is contained in:
杨号敬 2024-11-27 17:28:59 +08:00
parent cad363facd
commit e2c808204a
160 changed files with 84530 additions and 169 deletions

8
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Shader "Hovl/Particles/Add_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)
[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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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" {}
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
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 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;
#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;
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;
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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Shader "Hovl/Particles/Explosion"
{
Properties
{
_Noise("Noise", 2D) = "white" {}
_FinalEmission("Final Emission", Float) = 1
_Color("Color", Color) = (1,1,1,1)
_GlowColor("Glow Color", Color) = (1,1,0,1)
_Opacity("Opacity", Range( 0 , 1)) = 1
_NoisespeedXYNoisepowerZGlowpowerW("Noise speed XY Noise power Z Glow power W", Vector) = (0.314,0.427,0.001,4)
_MotionVector("MotionVector", 2D) = "white" {}
_MainTex("MainTex", 2D) = "white" {}
_TilingXY("Tiling XY", Vector) = (8,8,0,0)
_MotionAmount("MotionAmount", Float) = 0.001
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
_Depthpower ("Depth power", Float ) = 1
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
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 float4 _GlowColor;
uniform sampler2D _Noise;
uniform float4 _Noise_ST;
uniform float4 _NoisespeedXYNoisepowerZGlowpowerW;
uniform sampler2D _MotionVector;
uniform float4 _TilingXY;
uniform float _MotionAmount;
uniform float4 _Color;
uniform float _FinalEmission;
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;
#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
float4 uv0_Noise = i.texcoord;
uv0_Noise.xy = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
float Emission57 = uv0_Noise.z;
float2 appendResult1 = (float2(_NoisespeedXYNoisepowerZGlowpowerW.x , _NoisespeedXYNoisepowerZGlowpowerW.y));
float4 temp_output_9_0 = ( tex2D( _Noise, ( uv0_Noise + float4( ( _Time.y * appendResult1 ), 0.0 , 0.0 ) ).xy ) * _NoisespeedXYNoisepowerZGlowpowerW.z );
float T104 = uv0_Noise.w;
float Fract113 = frac( T104 );
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float temp_output_89_0 = floor( T104 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles107 = _TilingXY.x * _TilingXY.y;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset107 = 1.0f / _TilingXY.x;
float fbrowsoffset107 = 1.0f / _TilingXY.y;
// Speed of animation
float fbspeed107 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling107 = float2(fbcolsoffset107, fbrowsoffset107);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex107 = round( fmod( fbspeed107 + temp_output_89_0, fbtotaltiles107) );
fbcurrenttileindex107 += ( fbcurrenttileindex107 < 0) ? fbtotaltiles107 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox107 = round ( fmod ( fbcurrenttileindex107, _TilingXY.x ) );
// Multiply Offset X by coloffset
float fboffsetx107 = fblinearindextox107 * fbcolsoffset107;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy107 = round( fmod( ( fbcurrenttileindex107 - fblinearindextox107 ) / _TilingXY.x, _TilingXY.y ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy107 = (int)(_TilingXY.y-1) - fblinearindextoy107;
// Multiply Offset Y by rowoffset
float fboffsety107 = fblinearindextoy107 * fbrowsoffset107;
// UV Offset
float2 fboffset107 = float2(fboffsetx107, fboffsety107);
// Flipbook UV
half2 fbuv107 = uv0_MainTex * fbtiling107 + fboffset107;
// *** END Flipbook UV Animation vars ***
float4 temp_cast_2 = (_MotionAmount).xxxx;
float4 temp_cast_3 = (( _MotionAmount * -1.0 )).xxxx;
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 )));
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;
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);
float fbcurrenttileindex103 = round( fmod( fbspeed103 + ( temp_output_89_0 + 1.0 ), fbtotaltiles103) );
fbcurrenttileindex103 += ( fbcurrenttileindex103 < 0) ? fbtotaltiles103 : 0;
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;
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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