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71
Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader
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71
Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader
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// WarFX Shader
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// (c) 2015 Jean Moreno
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Shader "WFX/Multiply Soft Tint"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend DstColor SrcColor
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Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) }
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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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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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#pragma debug
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct vdata
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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// float3 normal : NORMAL;
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// float4 texcoord : TEXCOORD0;
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// float4 texcoord1 : TEXCOORD1;
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fixed4 color : COLOR;
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};
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fixed4 _TintColor;
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sampler2D _MainTex;
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v2f vert (vdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.color = v.color;
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o.uv = v.texcoord;
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return o;
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}
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fixed4 frag (v2f i) : COLOR0
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{
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// return tex2D(_MainTex, i.uv) * i.color;
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fixed4 tex = tex2D(_MainTex, i.uv);
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tex.rgb *= i.color.rgb * _TintColor.rgb;
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tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, tex.a * i.color.a);
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return tex;
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// return lerp(fixed4(1,1,1,1), i.color * tex, i.color.a);
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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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