70 lines
6.4 KiB
Plaintext
70 lines
6.4 KiB
Plaintext
fileFormatVersion: 2
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guid: 1581eccce46ba384596a1dce7936ab19
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: fe56ec25963759b49955809beeb4324b, type: 3}
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detectedRenderPipeline: Built-In Render Pipeline
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strippedLinesCount: 113
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shaderSourceCode: "//--------------------------------------------------------------------------------------------------------------------------------\r\n//
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Cartoon FX\r\n// (c) 2012-2020 Jean Moreno\r\n//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\nShader
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\"Cartoon FX/Remaster/Particle Procedural Ring NEW\"\r\n{\r\n\tProperties\r\n\t{\r\n\t//#
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Blending\r\n\t//#\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend (\"Blend
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Source\", Float) = 5\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend
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(\"Blend Destination\", Float) = 10\r\n\t\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_DISSOLVE)]
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_UseDissolve (\"Enable Dissolve\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DISSOLVE\r\n\t\t[NoScaleOffset]
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_DissolveTex (\"Dissolve Texture\", 2D) = \"gray\" {}\r\n\t\t_DissolveSmooth
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(\"Dissolve Smoothing\", Range(0.0001,0.5)) = 0.1\r\n\t\t[ToggleNoKeyword] _InvertDissolveTex
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(\"Invert Dissolve Texture\", Float) = 0\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t//#
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Textures\r\n\t//#\r\n\r\n\t\t_MainTex (\"Texture\", 2D) = \"white\" {}\r\n\t\t[Toggle(_CFXR_SINGLE_CHANNEL)]
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_SingleChannel (\"Single Channel Texture\", Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t//#
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Ring\r\n\t//#\r\n\r\n\t\t[Toggle(_CFXR_RADIAL_UV)] _UseRadialUV (\"Enable Radial
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UVs\", Float) = 0\r\n\t\t_RingTopOffset (\"Ring Offset\", float) = 0.05\r\n\t\t[Toggle(_CFXR_WORLD_SPACE_RING)]
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_WorldSpaceRing (\"World Space\", Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_HDR_BOOST)]
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_HdrBoost (\"Enable HDR Multiplier\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_HDR_BOOST\r\n\t\t_HdrMultiply
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(\"HDR Multiplier\", Float) = 2\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\t\r\n\t\t[Toggle(_FADING_ON)]
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_UseSP (\"Soft Particles\", Float) = 0\r\n\t//# IF_KEYWORD _FADING_ON\r\n\t\t_SoftParticlesFadeDistanceNear
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(\"Near Fade\", Float) = 0\r\n\t\t_SoftParticlesFadeDistanceFar (\"Far Fade\",
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Float) = 1\r\n\t//# END_IF\r\n\r\n\t//# ========================================================\r\n\t//#
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Shadows\r\n\t//#\r\n\r\n\t\t[KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS
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(\"Dithered Shadows\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON
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|| _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_ShadowStrength\t\t(\"Shadows
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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
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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
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[_SrcBlend] [_DstBlend]\r\n\t\tCull Off\r\n\t\tZWrite Off\r\n\r\n\r\n\t\t//====================================================================================================================================\r\n\t\t//
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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
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\"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
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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
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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//
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#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
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shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
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_ _CFXR_RADIAL_UV\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING\r\n\t\t\t\t#pragma
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shader_feature_local _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local
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_ _CFXR_HDR_BOOST\r\n\r\n\t\t\t\t// Using the same keywords as Unity's Standard
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Particle shader to minimize project-wide keyword usage\r\n\t\t\t\t#pragma shader_feature_local
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_ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
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shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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_CFXR_ADDITIVE\r\n\r\n\t\t\t\t#define CFXR_PROCEDURAL_RING_SHADER\r\n\t\t\t\t#include
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\"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
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\"ShadowCaster\"\r\n\t\t\t\tTags { \"LightMode\" = \"ShadowCaster\" }\r\n\r\n\t\t\t\tBlendOp
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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
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vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t#pragma
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shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
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_ _CFXR_RADIAL_UV\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING\r\n\t\t\t\t#pragma
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shader_feature_local _ _CFXR_DISSOLVE\r\n\r\n\t\t\t\t#pragma shader_feature_local
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_ _ALPHATEST_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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_ALPHAMODULATE_ON _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#pragma multi_compile_shadowcaster\r\n\t\t\t\t#pragma
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shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\r\n\t\t\t#if
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(_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)\r\n\t\t\t\t#pragma
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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
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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
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\"CartoonFX.MaterialInspector\"\r\n}\r\n\r\n"
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shaderName: Cartoon FX/Remaster/Particle Procedural Ring NEW
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shaderErrors: []
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variantCount: 6080
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variantCountUsed: 4
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