Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Effects/Explosion" {
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Properties {
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_TintColorR ("Tint Color R (Core)", Color) = (0.5,0.5,0.5,1)
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_TintColorG ("Tint Color G (Glow)", Color) = (0.5,0.5,0.5,1)
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_TintColorB ("Tint Color B (Shadow)", Color) = (0.5,0.5,0.5,1)
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_ColorStrR ("Color R strength", Range(0.01,4.0)) = 1.0
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_ColorStrG ("Color G strength", Range(0.01,4.0)) = 1.0
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_ColorStrB ("Color B strength", Range(0.01,4.0)) = 1.0
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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 {Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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Cull Off
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Lighting Off
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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 multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColorR;
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fixed4 _TintColorG;
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fixed _ColorStrR;
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fixed _ColorStrG;
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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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};
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struct v2f {
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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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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD1;
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#endif
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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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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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fixed alpha = saturate(lerp(-0.5, 1, v.color.a));
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o.color.a = alpha;
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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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sampler2D _CameraDepthTexture;
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float _InvFade;
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fixed4 frag (v2f i) : COLOR
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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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return (i.color * _TintColorR * tex.r * _ColorStrR + i.color * _TintColorG * tex.g * _ColorStrG)*tex.a;
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}
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ENDCG
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}
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Pass {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off Lighting Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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fixed4 _TintColorB;
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fixed _ColorStrB;
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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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};
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struct v2f {
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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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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD1;
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#endif
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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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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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sampler2D _CameraDepthTexture;
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float _InvFade;
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fixed4 frag (v2f i) : COLOR
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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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return (i.color * tex.b * _TintColorB * _ColorStrB)*tex.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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