added animation package and made small changes
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150
Assets/NEW VFX TO CHECK/Shaders/Particles/Mask/Mask-Alpha.shader
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150
Assets/NEW VFX TO CHECK/Shaders/Particles/Mask/Mask-Alpha.shader
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Shader "Mirza Beig/Particles/Mask/Alpha Blended"
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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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_MaskTex ("Mask Texture", 2D) = "white" {}
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_InvFade("Soft Particles Factor", Range(0.01, 8.0)) = 1.0
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}
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Category
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{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater .01
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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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 multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _MaskTex;
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fixed4 _TintColor;
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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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float2 texcoord2 : TEXCOORD1;
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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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float2 texcoord2 : TEXCOORD1;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_FOG_COORDS(3)
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};
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float4 _MainTex_ST;
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float4 _MaskTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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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.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.texcoord2 = TRANSFORM_TEX(v.texcoord2, _MaskTex);
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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float _InvFade;
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uniform float _alphaCutoffThreshold;
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uniform float _textureBased;
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fixed4 frag(v2f i) : SV_Target
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{
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// Get texture colour.
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float4 texColour = tex2D(_MainTex, i.texcoord);
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float4 maskColour = tex2D(_MaskTex, i.texcoord2);
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//texColour = maskColour;
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texColour.a *= maskColour.a;
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// Tint.
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fixed4 colour = _TintColor * texColour;
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#ifdef SOFTPARTICLES_ON
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// Scene depth.
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//float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
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float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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// Distance to the camera.
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float partZ = i.projPos.z;
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// Soft particles (soft factor).
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// "Comparing depth values of the particle with depth values of world geometry (in view space)." - Special Effects with Depth (Siggraph, 2011).
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// float softFactor = saturate((depthEye - zEye) * fade)
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// Inverse fade: 0.0f = off.
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float fade = saturate(_InvFade * (sceneZ - partZ));
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colour.a *= fade;
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#endif
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// Input colour.
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colour *= i.color * 2.0f;
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// Alpha test. Automatic cutoff inversion detection.
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// Could use an if-statement, but I think that's slower?
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float alphaCutoffSign = sign(_alphaCutoffThreshold);
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clip(alphaCutoffSign * ((!_textureBased ? colour.a : texColour.a) - _alphaCutoffThreshold * alphaCutoffSign));
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// Fog towards nothing.
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UNITY_APPLY_FOG(i.fogCoord, colour);
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return colour;
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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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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 7061f7c5437e36444b774c777f771df6
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timeCreated: 1447216249
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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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