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			115 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			115 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
| Shader "Unlit/FireFlyNew"
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| {
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| 	Properties
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| 	{
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| 		_MainTex ("Albedo (Emissive)", 2D) = "white" {}
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| 		_Wings ("Wings", 2D) = "white" {}
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| 		_EmissiveAmount ("_EmissiveAmount", Float) =2.0
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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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| 		LOD 100
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| 
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| 		Pass
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| 		{
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| 			CGPROGRAM
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| 			#pragma vertex vert alpha:fade
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| 			#pragma fragment frag
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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 color : COLOR;
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| 			};
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| 
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| 			struct v2f
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| 			{
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| 				float4 uv : TEXCOORD0;
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| 				float4 vertex : SV_POSITION;
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| 				float4 color : COLOR;
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| 			};
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| 
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| 			sampler2D _MainTex;
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| 			float _EmissiveAmount;
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| 			//float4 _MainTex_ST;
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| 			
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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| 				o.uv = v.uv;
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| 				o.color.rgba = v.color.rgba;
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| 				return o;
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| 			}
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| 			
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| 			fixed4 frag (v2f i) : SV_Target
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| 			{
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| 				fixed4 col = tex2D(_MainTex, i.uv);
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| 				
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| 				float4 emissive = i.color * col.a;
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| 				
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| 				clip(i.color.a - 0.5);
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| 
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| 				col += emissive * pow(_EmissiveAmount, 2.2);
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| 				return col;
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| 			}
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| 			ENDCG
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| 			}
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| 
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| 		Pass
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| 			{
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| 			Cull Off
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| 			Blend SrcAlpha OneMinusSrcAlpha
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| 
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| 			CGPROGRAM
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| 
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| 			#pragma vertex vert
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| 			#pragma fragment frag
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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 color : COLOR;
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| 			};
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| 
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| 			struct v2f
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| 			{
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| 				float4 uv : TEXCOORD0;
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| 				float4 vertex : SV_POSITION;
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| 				float4 color : COLOR;
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| 			};
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| 
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| 			sampler2D _Wings;
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| 			//float4 _MainTex_ST;
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| 			
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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| 				o.uv = v.uv;
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| 				o.color.rgba = v.color.rgba;
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| 				return o;
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| 			}
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| 			
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| 			fixed4 frag (v2f i) : SV_Target
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| 			{
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| 				fixed4 wings = tex2D(_Wings, i.uv.zw);				
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| 				wings.a = lerp( wings.a, 0, i.color.a);
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| 
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| 				return wings;
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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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| }
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