46 lines
1.2 KiB
Plaintext
46 lines
1.2 KiB
Plaintext
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Shader "Hovl/Particles/Lit_CenterGlow"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Emission("Emission", Float) = 1.2
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" "IsEmissive" = "true" }
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Cull Back
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CGPROGRAM
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//#pragma target 3.0
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#pragma surface surf Standard keepalpha noshadow
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struct Input
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{
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float2 uv_texcoord;
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float4 vertexColor : COLOR;
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float4 _Color;
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uniform float _Emission;
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uniform float _Metallic;
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uniform float _Smoothness;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode5 = tex2D( _MainTex, uv_MainTex );
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o.Albedo = ( tex2DNode5 * _Color * i.vertexColor ).rgb;
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o.Emission = ( tex2DNode5 * _Color * i.vertexColor * _Emission ).rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Smoothness;
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o.Alpha = 1;
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}
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ENDCG
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}
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}
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