Degulleo3D/Assets/StoreAssets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.cfxrshader.meta
2025-04-16 12:18:34 +09:00

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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
shaderErrors: []
variantCount: 6080
variantCountUsed: 4