130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								// Curved World <http://u3d.as/1W8h>
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								// Copyright (c) Amazing Assets <https://amazingassets.world>
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								// Simplified Multiply Particle shader. Differences from regular Multiply Particle one:
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								// - no Smooth particle support
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								// - no AlphaTest
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								// - no ColorMask
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								Shader "Amazing Assets/Curved World/Mobile/Particles/Multiply" 
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								{
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								    Properties 
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								    {
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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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								    }
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								SubShader 
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								{ 
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								    Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
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								    Pass 
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								    {
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								    	Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
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								        ZWrite Off
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								        Cull Off
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								        Blend Zero SrcColor
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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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								        #include "UnityCG.cginc"
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								        #pragma multi_compile_fog
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								        #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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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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								#include "../../Core/CurvedWorldTransform.cginc" 
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								        // uniforms
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								        float4 _MainTex_ST;
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								        // vertex shader input data
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								        struct appdata {
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								        float4 pos : POSITION;
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								        half4 color : COLOR;
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								        float3 uv0 : TEXCOORD0;
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								        UNITY_VERTEX_INPUT_INSTANCE_ID
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								        };
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								        // vertex-to-fragment interpolators
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								        struct v2f {
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								        fixed4 color : COLOR0;
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								        float2 uv0 : TEXCOORD0;
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								        float2 uv1 : TEXCOORD1;
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								        #if USING_FOG
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								            fixed fog : TEXCOORD2;
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								        #endif
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								        float4 pos : SV_POSITION;
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								        UNITY_VERTEX_OUTPUT_STEREO
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								        };
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								        // vertex shader
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								        v2f vert (appdata IN) 
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								        {
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								            v2f o;
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								            UNITY_SETUP_INSTANCE_ID(IN);
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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(IN.pos)
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								            #endif
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								            half4 color = IN.color;
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								            float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);// mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;
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								            half3 viewDir = 0.0;
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								            o.color = saturate(color);
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								            // compute texture coordinates
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								            o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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								            o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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								            // fog
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								            #if USING_FOG
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								                float fogCoord = length(eyePos.xyz); // radial fog distance
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								                UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
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								                o.fog = saturate(unityFogFactor);
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								            #endif
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								            // transform position
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								            o.pos = UnityObjectToClipPos(IN.pos.xyz);
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								            return o;
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								        }
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								        // textures
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								        sampler2D _MainTex;
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								        // fragment shader
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								        fixed4 frag (v2f IN) : SV_Target {
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								        fixed4 col;
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								        fixed4 tex, tmp0, tmp1, tmp2;
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								        // SetTexture #0
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								        tex = tex2D (_MainTex, IN.uv0.xy);
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								        col = tex * IN.color;
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								        // SetTexture #1
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								        tex = tex2D (_MainTex, IN.uv1.xy);
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								        col = lerp (fixed4(1,1,1,1), col, col.a);
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								        // fog
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								        #if USING_FOG
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								            col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog);
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								        #endif
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								        return col;
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								        }
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								        // texenvs
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								        //! TexEnv0: 01010103 01010103 [_MainTex]
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								        //! TexEnv1: 01008002 01008002 [_MainTex] [ffffffff]
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								        ENDCG
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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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