init
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341a877b4a
2338 changed files with 1346408 additions and 0 deletions
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Shader "Unlit/BulletExplosion_Shader"
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{
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Properties
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{
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_Rad1("Radius 1", Range(0, 1))=1
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_Rad2("Radius 2", Range(0, 1))=0.1
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_Density("Density", Range(0, 1))=1
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[HDR]
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_Col1("Start color", Color)=(1, .55, 0, 1)
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[HDR]
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_Col2("End color", Color)=(1, 0, 0, 1)
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
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Cull Off
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Blend SrcAlpha One
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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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#include "include.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float4 color : COLOR;
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float4 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float age : TEXCOORD1;
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float4 color : COLOR;
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float colorModulation : TEXCOORD2;
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};
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sampler2D _Texture;
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float4 _Texture_ST;
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float _Rad1;
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float _Rad2;
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float _Density;
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float4 _Col1;
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float4 _Col2;
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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.color = v.color;
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o.uv = v.uv.xy;
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o.age = v.uv.z;
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o.colorModulation = v.uv.w;
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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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fixed4 tex = tex2D(_Texture, i.uv);
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float mask = lerp(tex.b+tex.g, tex.g, i.age);
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float4 col = tex.g*lerp(_Col1, _Col2, i.age) + tex.b*_Col2;
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col *= mask;
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col.a *= i.color.a;*/
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_Rad2 = i.age;
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_Rad2 = 1 - pow(1 - _Rad2, 3);
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float radialMask1 = 1-smoothstep(_Density/2, .5, length( 1/_Rad1*(i.uv - 0.5f)));
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float radialMask2 = 1-smoothstep(_Density/2, .5, length(1/_Rad2*(i.uv - 0.5f)));
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float donutMask = radialMask1 - radialMask2;
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float t = i.colorModulation;
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float4 color = donutMask * lerp(_Col1, _Col2, t);
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return fixed4(color);;
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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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