fileFormatVersion: 2 guid: 1581eccce46ba384596a1dce7936ab19 ScriptedImporter: internalIDToNameTable: [] externalObjects: {} serializedVersion: 2 userData: assetBundleName: assetBundleVariant: script: {fileID: 11500000, guid: fe56ec25963759b49955809beeb4324b, type: 3} detectedRenderPipeline: Built-In Render Pipeline strippedLinesCount: 113 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 shaderErrors: [] variantCount: 6080 variantCountUsed: 4