Add shaders
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Shader "Ian's Fire Pack/Self-Illumin-Shimmer" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_Overlay ("Overlay (RGB)", 2D) = "white" {}
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_OverlayColor ("Overlay Color", 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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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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sampler2D _BumpMap;
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fixed4 _Color;
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sampler2D _Overlay;
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fixed4 _OverlayColor;
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fixed4 _ScrollDir;
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struct Input {
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float2 uv_MainTex;
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float2 uv_Overlay;
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float2 uv_BumpMap;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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fixed4 c = tex * _Color;
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fixed3 overlay1 = tex2D(_Overlay, IN.uv_Overlay + float2(_Time.x * _ScrollDir.x, _Time.x * _ScrollDir.y) ).rgb;
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fixed3 overlay2 = tex2D(_Overlay, IN.uv_Overlay + float2(_Time.x * _ScrollDir.z, _Time.x * _ScrollDir.w) ).rgb;
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fixed3 shimmer = pow(c.a, 2) * (overlay1 * overlay2);
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o.Albedo = c.rgb;
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o.Emission = c.rgb * c.a + shimmer*_OverlayColor*1.5;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Self-Illumin/VertexLit"
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CustomEditor "LegacyIlluminShaderGUI"
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}
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