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// CartoonFX 3 Shader
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// (c) 2015, Jean Moreno
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Shader "Cartoon FX/Legacy/Particle Multiply Colored"
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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 (alpha)", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 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 DstColor Zero
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AlphaTest Greater .01
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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BindChannels
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{
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _TintColor;
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sampler2D _CameraDepthTexture;
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float _InvFade;
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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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};
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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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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD1;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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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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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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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_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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fixed4 tex = tex2D(_MainTex, i.texcoord);
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// tex.rgb *= i.color.rgb * _TintColor.rgb * 2.0f;
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// tex = lerp(tex, fixed4(0.5,0.5,0.5,0.5), 1-tex * i.color.a);
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return lerp(fixed4(1,1,1,1), _TintColor * i.color, tex * i.color.a);
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// return 2.0f * i.color * _TintColor * lerp(fixed4(0,0,0,0), fixed4(1,1,1,1), tex2D(_MainTex, i.texcoord).a * i.color.a);
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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 +1,4 @@
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fileFormatVersion: 2
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guid: d09abe9036011f94a9e27ccc73cea0ac
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ShaderImporter:
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userData:
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@@ -0,0 +1,41 @@
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// Simplified Additive Particle shader. Differences from regular Additive Particle one:
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// - no Tint color
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// - no Smooth particle support
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// - no AlphaTest
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// - no ColorMask
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// Cartoon FX difference:
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// - uses Alpha8 monochrome textures to save up on texture memory size
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Shader "Cartoon FX/Legacy/Particles Additive Alpha8"
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{
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Properties
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{
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_MainTex ("Particle Texture (Alpha8)", 2D) = "white" {}
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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 One
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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BindChannels
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{
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord
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}
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SubShader
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{
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Pass
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{
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SetTexture [_MainTex]
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{
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combine primary, texture * primary
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}
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bccaaca1f83315c4aad8d95e28fd9149
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