init
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341a877b4a
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68
Assets/VFX/Materials/unlitParticleCustom.shader
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68
Assets/VFX/Materials/unlitParticleCustom.shader
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Shader "CD_R00M_Mats/unlitParticleCustom"
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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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_AlphaBoost("Alpha Boost", 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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Blend SrcAlpha One
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ZWrite Off
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//Cull 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 color : 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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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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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 _AlphaBoost;
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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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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fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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fixed4 newCol = col * i.color;
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return fixed4(newCol.rgb, newCol.a*_AlphaBoost);
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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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