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  shaderSourceCode: "//--------------------------------------------------------------------------------------------------------------------------------\r\n//
    Cartoon FX\r\n// (c) 2012-2020 Jean Moreno\r\n//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\nShader
    \"Cartoon FX/Remaster/Particle Procedural Ring NEW\"\r\n{\r\n\tProperties\r\n\t{\r\n\t//#
    Blending\r\n\t//#\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend (\"Blend
    Source\", Float) = 5\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend
    (\"Blend Destination\", Float) = 10\r\n\t\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_DISSOLVE)]
    _UseDissolve (\"Enable Dissolve\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DISSOLVE\r\n\t\t[NoScaleOffset]
    _DissolveTex (\"Dissolve Texture\", 2D) = \"gray\" {}\r\n\t\t_DissolveSmooth
    (\"Dissolve Smoothing\", Range(0.0001,0.5)) = 0.1\r\n\t\t[ToggleNoKeyword] _InvertDissolveTex
    (\"Invert Dissolve Texture\", Float) = 0\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t//#
    Textures\r\n\t//#\r\n\r\n\t\t_MainTex (\"Texture\", 2D) = \"white\" {}\r\n\t\t[Toggle(_CFXR_SINGLE_CHANNEL)]
    _SingleChannel (\"Single Channel Texture\", Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t//#
    Ring\r\n\t//#\r\n\r\n\t\t[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV (\"Enable Radial
    UVs\", Float) = 0\r\n\t\t_RingTopOffset (\"Ring Offset\", float) = 0.05\r\n\t\t[Toggle(_CFXR_WORLD_SPACE_RING)]
    _WorldSpaceRing (\"World Space\", Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_HDR_BOOST)]
    _HdrBoost (\"Enable HDR Multiplier\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_HDR_BOOST\r\n\t\t_HdrMultiply
    (\"HDR Multiplier\", Float) = 2\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\t\r\n\t\t[Toggle(_FADING_ON)]
    _UseSP (\"Soft Particles\", Float) = 0\r\n\t//# IF_KEYWORD _FADING_ON\r\n\t\t_SoftParticlesFadeDistanceNear
    (\"Near Fade\", Float) = 0\r\n\t\t_SoftParticlesFadeDistanceFar (\"Far Fade\",
    Float) = 1\r\n\t//# END_IF\r\n\r\n\t//# ========================================================\r\n\t//#
    Shadows\r\n\t//#\r\n\r\n\t\t[KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS
    (\"Dithered Shadows\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON
    || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_ShadowStrength\t\t(\"Shadows
    Strength Max\", Range(0,1)) = 1.0\r\n\t\t//#\tIF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_DitherCustom\t\t(\"Dithering
    3D Texture\", 3D) = \"black\" {}\r\n\t\t//#\tEND_IF\r\n\t//# END_IF\r\n\t}\r\n\t\r\n\tCategory\r\n\t{\r\n\t\tTags\r\n\t\t{\r\n\t\t\t\"Queue\"=\"Transparent\"\r\n\t\t\t\"IgnoreProjector\"=\"True\"\r\n\t\t\t\"RenderType\"=\"Transparent\"\r\n\t\t}\r\n\t\tBlend
    [_SrcBlend] [_DstBlend]\r\n\t\tCull  Off\r\n\t\tZWrite Off\r\n\r\n\r\n\t\t//====================================================================================================================================\r\n\t\t//
    Built-in Rendering Pipeline\r\n\r\n\t\tSubShader\r\n\t\t{\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"BASE\"\r\n\t\t\t\tTags { \"LightMode\"=\"ForwardBase\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\t\t\t\t\r\n\t\t\t\t#pragma
    target 2.0\r\n\t\t\t\t\r\n\t\t\t\t#pragma multi_compile_particles\r\n\t\t\t\t//
    #pragma multi_compile_instancing\r\n\t\t\t\t#pragma multi_compile_fog\r\n\t\t\t\t\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_RADIAL_UV\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_HDR_BOOST\r\n\r\n\t\t\t\t// Using the same keywords as Unity's Standard
    Particle shader to minimize project-wide keyword usage\r\n\t\t\t\t#pragma shader_feature_local
    _ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
    shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
    _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#define CFXR_PROCEDURAL_RING_SHADER\r\n\t\t\t\t#include
    \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\r\n\t\t\t//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"ShadowCaster\"\r\n\t\t\t\tTags { \"LightMode\" = \"ShadowCaster\" }\r\n\r\n\t\t\t\tBlendOp
    Add\r\n\t\t\t\tBlend One Zero\r\n\t\t\t\tZWrite On\r\n\t\t\t\tCull Off\r\n\t\t\t\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_RADIAL_UV\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DISSOLVE\r\n\r\n\t\t\t\t#pragma shader_feature_local
    _ _ALPHATEST_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    _ALPHAMODULATE_ON _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#pragma multi_compile_shadowcaster\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\r\n\t\t\t#if
    (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)\r\n\t\t\t\t#pragma
    target 3.0\t\t//needed for VPOS\r\n\t\t\t#endif\r\n\r\n\t\t\t\t#define PASS_SHADOW_CASTER\r\n\t\t\t\t#define
    CFXR_PROCEDURAL_RING_SHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\t\r\n\tCustomEditor
    \"CartoonFX.MaterialInspector\"\r\n}\r\n\r\n"
  shaderName: Cartoon FX/Remaster/Particle Procedural Ring NEW
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