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54 lines
1.5 KiB
54 lines
1.5 KiB
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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|
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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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} |