init
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90
Assets/Materials/Bullet/Bullet_Shader.shader
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90
Assets/Materials/Bullet/Bullet_Shader.shader
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Shader "Unlit/Bullet_Shader"
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{
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Properties
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{
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_Color1("Color 1", Color)=(1, 1, 1, 1)
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_Color2("Color 2", Color)=(1, 0, 0, 1)
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_BorderWidth("Border width", Range(0, 1))=.1
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_FlickerSpeed("Flicker speed", Float)=0
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_Stripes("Stripes", Float)=0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent+1" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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float _BorderWidth;
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float4 _Color1;
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float4 _Color2;
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//zigzag
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float _FlickerSpeed;
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//waves
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float _Stripes;
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v2f vert (appdata 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.uv = v.uv;;
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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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float2 centeredUV = i.uv - 0.5f;
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float radialMask = 1-smoothstep(0.495f, 0.505f, length(centeredUV));
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float colorModulation = step(_BorderWidth/2, length(centeredUV));
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//zigzag
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colorModulation = lerp(1-colorModulation, colorModulation, step(0, sin(_Time.y*_FlickerSpeed)));
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//waves
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if (_Stripes != 0) {
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float distanceField = abs((length(centeredUV*_Stripes)) - _Time.y) % 1;
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distanceField = min(0.9, distanceField);
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colorModulation = colorModulation + (1 - colorModulation)*distanceField;
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}
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/*colorModulation = smoothstep(0, 1 / _Stripes, colorModulation);
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colorModulation = min(0.9f, colorModulation);*/
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float4 col = lerp(_Color1, _Color2, colorModulation);
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col.a *= radialMask;
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//return colorModulation.xxxx;
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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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