46 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			46 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								Shader "Hovl/Particles/Lit_CenterGlow"
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								{
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									Properties
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									{
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										_MainTex("MainTex", 2D) = "white" {}
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										_Color("Color", Color) = (1,1,1,1)
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										_Emission("Emission", Float) = 1.2
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										_Metallic("Metallic", Range( 0 , 1)) = 0
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										_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
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										[HideInInspector] _texcoord( "", 2D ) = "white" {}
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										[HideInInspector] __dirty( "", Int ) = 1
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									}
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									SubShader
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									{
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										Tags{ "RenderType" = "Opaque"  "Queue" = "Transparent" "IsEmissive" = "true"  }
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										Cull Back
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										CGPROGRAM
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										//#pragma target 3.0
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										#pragma surface surf Standard keepalpha noshadow 
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										struct Input
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										{
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											float2 uv_texcoord;
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											float4 vertexColor : COLOR;
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										};
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										uniform sampler2D _MainTex;
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										uniform float4 _MainTex_ST;
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										uniform float4 _Color;
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										uniform float _Emission;
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										uniform float _Metallic;
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										uniform float _Smoothness;
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										void surf( Input i , inout SurfaceOutputStandard o )
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										{
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											float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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											float4 tex2DNode5 = tex2D( _MainTex, uv_MainTex );
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											o.Albedo = ( tex2DNode5 * _Color * i.vertexColor ).rgb;
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											o.Emission = ( tex2DNode5 * _Color * i.vertexColor * _Emission ).rgb;
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											o.Metallic = _Metallic;
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											o.Smoothness = _Smoothness;
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											o.Alpha = 1;
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										}
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										ENDCG
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									}
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								}
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