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54 lines
1.5 KiB
54 lines
1.5 KiB
3 years ago
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Shader "Particles/Additive Intensify" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_Glow ("Intensity", Range(0, 127)) = 1
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}
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SubShader {
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend SrcAlpha One
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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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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_ST;
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half _Glow;
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struct vertIn {
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float4 pos : POSITION;
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half2 tex : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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half2 tex : TEXCOORD0;
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fixed4 color : COLOR;
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};
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v2f vert (vertIn v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.pos);
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o.tex = v.tex * _MainTex_ST.xy + _MainTex_ST.zw;
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f f) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, f.tex);
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col *= f.color;
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col *= _Glow;
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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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FallBack "Mobile/Particles/Additive"
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}
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