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Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader
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Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader
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// WarFX Shader
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// (c) 2015 Jean Moreno
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Shader "WFX/Additive Alpha8" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture (alpha)", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend One One
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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BindChannels {
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord
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}
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// ---- Fragment program cards
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SubShader {
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Pass {
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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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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD1;
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#endif
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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sampler2D _CameraDepthTexture;
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float _InvFade;
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fixed4 frag (v2f i) : COLOR
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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return 2.0 * i.color * _TintColor * (tex2D(_MainTex, i.texcoord).a * i.color.a * 2.0);
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}
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ENDCG
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}
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}
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// ---- Dual texture cards
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SubShader {
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Pass {
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SetTexture [_MainTex] {
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constantColor [_TintColor]
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combine constant * primary
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}
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SetTexture [_MainTex] {
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combine texture alpha * previous DOUBLE
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}
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}
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}
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// ---- Single texture cards (does not do color tint)
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SubShader {
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Pass {
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SetTexture [_MainTex] {
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combine texture alpha * primary
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}
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}
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}
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}
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}
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