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78
Assets/Trails FX/Resources/TrailsFX/TrailEffectLaser.shader
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78
Assets/Trails FX/Resources/TrailsFX/TrailEffectLaser.shader
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Shader "TrailsFX/Effect/Laser" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_LaserData("Laser Data", Vector) = (0.1, 20, 0.1)
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_Cull ("Cull", Int) = 2
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}
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SubShader
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{
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Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
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Pass
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{
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Stencil {
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Ref 2
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ReadMask 2
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Comp NotEqual
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Pass replace
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull [_Cull]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
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#include "UnityCG.cginc"
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#pragma target 3.5
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 pos : SV_POSITION;
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float3 vertex : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
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#define _Colors_arr Props
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v, uint vid : SV_VertexID)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.vertex = v.vertex;
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return o;
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}
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float3 _LaserData;
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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fixed4 col = UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors);
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float seq = (abs(i.vertex.y) + _LaserData.x * 0.5) % _LaserData.x;
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seq = 1.0 - saturate(abs(seq - _LaserData.x * 0.5) * _LaserData.y);
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seq *= (col.a % _LaserData.z)> (_LaserData.z * 0.5);
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col *= seq;
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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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}
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