Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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Shader "Ian's Fire Pack/Additive Shimmer" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_Overlay ("Overlay (RGB)", 2D) = "white" {}
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_OverlayColor ("Overlay Color. Overlay Strength(A)", Color) = (1,1,1,1)
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_ScrollDir ("Scroll Direction", Vector) = (0, 0, 0, 0)
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha One
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ColorMask RGB
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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 multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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sampler2D _Overlay;
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fixed4 _OverlayColor;
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fixed4 _ScrollDir;
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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 : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 uv_Overlay : TEXCOORD2;
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UNITY_FOG_COORDS(1)
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};
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float4 _MainTex_ST, _Overlay_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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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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o.uv_Overlay = TRANSFORM_TEX(v.texcoord, _Overlay);
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UNITY_TRANSFER_FOG(o,o.vertex);
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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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fixed4 overlay1 = tex2D(_Overlay, i.uv_Overlay + float2(_Time.x * _ScrollDir.x, _Time.x * _ScrollDir.y) );
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fixed4 overlay2 = tex2D(_Overlay, i.uv_Overlay + float2(_Time.x * _ScrollDir.z, _Time.x * _ScrollDir.w) );
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fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) * lerp(fixed4(1, 1, 1, 1), (overlay1*overlay2)*_OverlayColor, _OverlayColor.a);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black 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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}
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