109 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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Shader "Amazing Assets/Curved World/Particles/Alpha Blended" {
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Properties {
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    [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
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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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    _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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}
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Category {
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    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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    Blend SrcAlpha OneMinusSrcAlpha
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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 target 2.0
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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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#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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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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            sampler2D _MainTex;
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            fixed4 _TintColor;
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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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                UNITY_VERTEX_INPUT_INSTANCE_ID
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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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                UNITY_FOG_COORDS(1)
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                #ifdef SOFTPARTICLES_ON
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                float4 projPos : TEXCOORD2;
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                #endif
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                UNITY_VERTEX_OUTPUT_STEREO
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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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                UNITY_SETUP_INSTANCE_ID(v);
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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(v.vertex)
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#endif
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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 * _TintColor;
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                o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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                UNITY_TRANSFER_FOG(o,o.vertex);
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                return o;
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            }
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            UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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            float _InvFade;
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            fixed4 frag (v2f i) : SV_Target
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            {
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                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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                #ifdef SOFTPARTICLES_ON
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                float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_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 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
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                col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
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                UNITY_APPLY_FOG(i.fogCoord, col);
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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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    CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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}
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