added animation package and made small changes
This commit is contained in:
@@ -0,0 +1,137 @@
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Shader /*ase_name*/ "Particles Alpha Blended + TEXCOORD1" /*end*/
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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/*ase_props*/
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}
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Category
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ }
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SubShader
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{
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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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/*ase_pass*/
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Pass {
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CGPROGRAM
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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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/*ase_pragma*/
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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 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/
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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 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD3;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/
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};
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform sampler2D_float _CameraDepthTexture;
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uniform float _InvFade;
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/*ase_globals*/
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v2f vert ( appdata_t v /*ase_vert_input*/ )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=appdata_t;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
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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);
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#endif
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o.color = v.color;
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o.texcoord0 = v.texcoord0;
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o.texcoord1 = v.texcoord1;
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o.texcoord0.xy = TRANSFORM_TEX(v.texcoord0,_MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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/*ase_frag_code:i=v2f*/
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fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord0.xy)/*end*/;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 39608c403216c2545817cb3fb95a1410
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timeCreated: 1496654572
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,120 @@
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Shader /*ase_name*/ "Particles Alpha Blended Textureless" /*end*/
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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/*ase_props*/
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}
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Category
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ }
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SubShader
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{
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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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/*ase_pass*/
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Pass {
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CGPROGRAM
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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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/*ase_pragma*/
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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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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/
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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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float2 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_OUTPUT_STEREO
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/*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/
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};
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uniform fixed4 _TintColor;
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uniform sampler2D_float _CameraDepthTexture;
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uniform float _InvFade;
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/*ase_globals*/
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v2f vert ( appdata_t v /*ase_vert_input*/ )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=appdata_t;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
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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);
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#endif
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o.color = v.color * _TintColor;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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/*ase_frag_code:i=v2f*/
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fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color/*end*/;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 0e84dec801abe9344801a4c455580029
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timeCreated: 1514011930
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licenseType: Store
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,140 @@
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Shader /*ase_name*/ "Particles Anim Alpha Blended + MV Tex" /*end*/
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_MotionVectorTex ("Motion Vector Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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/*ase_props*/
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}
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Category
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ }
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SubShader
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{
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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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/*ase_pass*/
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Pass {
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CGPROGRAM
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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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/*ase_pragma*/
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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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float2 texcoord2 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/
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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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float2 texcoord2 : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD4;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _MotionVectorTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform sampler2D_float _CameraDepthTexture;
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uniform float _InvFade;
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/*ase_globals*/
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v2f vert ( appdata_t v /*ase_vert_input*/ )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=appdata_t;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
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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);
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#endif
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o.color = v.color * _TintColor;
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o.texcoord.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex);
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o.texcoord.zw = TRANSFORM_TEX(v.texcoord.zw,_MainTex);
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o.texcoord2.x = v.texcoord2.x;
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o.texcoord2.y = v.texcoord2.y;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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/*ase_frag_code:i=v2f*/
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fixed4 colA = tex2D(_MainTex, i.texcoord.xy);
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fixed4 colB = tex2D(_MainTex, i.texcoord.zw);
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float blend = i.texcoord2.x;
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fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * lerp(colA, colB, blend)/*end*/;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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CustomEditor "ASEMaterialInspector"
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||||
}
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||||
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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||||
guid: 7f168dab9088a6842a89d1cb6141f4e8
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timeCreated: 1514011930
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licenseType: Store
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
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||||
Reference in New Issue
Block a user