106 lines
3.5 KiB
Plaintext
106 lines
3.5 KiB
Plaintext
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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Shader "Amazing Assets/Curved World/Particles/Multiply" {
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Properties {
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
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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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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend Zero SrcColor
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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 target 2.0
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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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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t {
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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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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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};
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float4 _MainTex_ST;
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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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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
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#endif
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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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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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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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half4 prev = i.color * tex2D(_MainTex, i.texcoord);
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fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
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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 "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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