init
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341a877b4a
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73
Assets/Particles/Explosion/flash_Shader.shader
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73
Assets/Particles/Explosion/flash_Shader.shader
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Shader "Unlit/Flash_Shader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Cols("Columns", Float)=2
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_Rows("Rows", Float)=2
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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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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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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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float4 custom : TEXCOORD1;
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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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float age : TEXCOORD1;
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float variance : TEXCOORD2;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Cols;
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float _Rows;
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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.xy;
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o.color = v.color;
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o.age = v.uv.z;
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o.variance = v.uv.w;
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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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// sample the texture
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float index = floor(_Time.y+1234*i.variance);
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fixed4 col = tex2D(_MainTex, i.uv*float2( 1/_Cols , 1/_Rows) + float2(1/_Cols*(index%(_Cols)), 1/_Rows*floor(index/_Rows)));
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return fixed4(i.color.rgb, i.color.a*col.r);
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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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