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341a877b4a
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73
Assets/Particles/Muzzle/ParticleDot_Shader.shader
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73
Assets/Particles/Muzzle/ParticleDot_Shader.shader
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|||
Shader "Unlit/ParticleDot_Shader"
|
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{
|
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Properties
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{
|
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[HDR]
|
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_Color("Color", Color)=(1, 0, 0, 1)
|
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_Rad("Radius", Float)=1
|
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_Density("Density", Range(-10, 1))=1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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Blend SrcAlpha One
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Cull Off
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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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float4 vertexColor : COLOR;
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};
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struct v2f
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{
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float4 vertexColor : COLOR;
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};
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float4 _Color;
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float _Rad;
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float _Density;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertexColor = v.vertexColor;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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fixed4 frag (v2f i) : SV_Target
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_Rad*=2;
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return float4(_Color.rgb, circle*i.vertexColor.a);
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ENDCG
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}
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|
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}
|
9
Assets/Particles/Muzzle/ParticleDot_Shader.shader.meta
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9
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27
Assets/Particles/Muzzle/Unlit_ParticleDot_Mat.mat
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27
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8
Assets/Particles/Muzzle/Unlit_ParticleDot_Mat.mat.meta
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8
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74
Assets/Particles/Muzzle/channelModulation2_Shader.shader
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74
Assets/Particles/Muzzle/channelModulation2_Shader.shader
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@ -0,0 +1,74 @@
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CGPROGRAM
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14667
Assets/Particles/Muzzle/muzzleShot.prefab
Normal file
14667
Assets/Particles/Muzzle/muzzleShot.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Particles/Muzzle/muzzleShot.prefab.meta
Normal file
7
Assets/Particles/Muzzle/muzzleShot.prefab.meta
Normal file
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111
Assets/Particles/Muzzle/muzzle_Mat.mat
Normal file
111
Assets/Particles/Muzzle/muzzle_Mat.mat
Normal file
|
@ -0,0 +1,111 @@
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%YAML 1.1
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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- _Color: {r: 8.574187, g: 0.30261838, b: 0.30261838, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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--- !u!114 &1664993054114946092
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8
Assets/Particles/Muzzle/muzzle_Mat.mat.meta
Normal file
8
Assets/Particles/Muzzle/muzzle_Mat.mat.meta
Normal file
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35
Assets/Particles/Muzzle/test.mat
Normal file
35
Assets/Particles/Muzzle/test.mat
Normal file
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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8
Assets/Particles/Muzzle/test.mat.meta
Normal file
8
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93
Assets/Particles/Muzzle/test_Shader.shader
Normal file
93
Assets/Particles/Muzzle/test_Shader.shader
Normal file
|
@ -0,0 +1,93 @@
|
|||
Shader "Unlit/channelModulation_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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[HDR]
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_Color("Color1", Color)=(1, 0, 0, 0)
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[HDR]
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_Color2("Color2", Color)=(1, 0, 0, 0)
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_AlphaOffset("AlphaOffset", Vector)=(1, 0, 0, 0)
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_Tiling("Tiling", Float)=1
|
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_AlphaRotSpeed("AlphaRotSpeed", Float)=0
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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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|
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#include "UnityCG.cginc"
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|
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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 vertexColor : COLOR;
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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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float age : TEXCOORD1;
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float custom1 : TEXCOORD2;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float4 vertexColor : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float4 _Color2;
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float _Tiling;
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float2 _AlphaOffset;
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float _AlphaRotSpeed;
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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.vertexColor = v.vertexColor;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.age = v.uv.z;
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o.custom1 = 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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fixed4 tex = tex2D(_MainTex, (i.uv-0.5f)*float2(_Tiling, _Tiling)+0.5f);
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float2 alphaUV = 0.5f+(i.uv - 0.5f)*((1-i.custom1.xx)*15);
|
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|
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float rotAngle = _AlphaRotSpeed * _Time.y;
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float2x2 mat1=float2x2(cos(rotAngle), -sin(rotAngle), sin(rotAngle), cos(rotAngle));
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||||
float2x2 mat2=float2x2(cos(-rotAngle), -sin(-rotAngle), sin(-rotAngle), cos(-rotAngle));
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float2 alphaRotatedUV1 = 0.5 + mul(mat1, alphaUV - 0.5);
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float2 alphaRotatedUV2 = 0.5 + mul(mat2, alphaUV - 0.5);
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fixed4 texAlpha1 = tex2D(_MainTex, alphaRotatedUV1);
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fixed4 texAlpha2 = tex2D(_MainTex, alphaRotatedUV2);
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fixed3 col = lerp(_Color2.rgb, _Color.rgb ,tex.g) + fixed3(1, 1, 1)*tex.r;
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float alpha = (tex.r + tex.g)*i.vertexColor.a*(1 - (texAlpha1.b*texAlpha2.b));
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return fixed4(col.rgb*i.vertexColor.rgb, ceil(alpha)*i.vertexColor.a);
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}
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ENDCG
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}
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}
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}
|
9
Assets/Particles/Muzzle/test_Shader.shader.meta
Normal file
9
Assets/Particles/Muzzle/test_Shader.shader.meta
Normal file
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Add table
Add a link
Reference in a new issue