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407 lines
23 KiB
407 lines
23 KiB
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570?aid=1011lqxW8
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Shader "CartoonCoffee/Particle Additive"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_NoiseTexture("Noise Texture", 2D) = "white" {}
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[Toggle(_ENABLEADJUSTCOLOR_ON)] _EnableAdjustColor("Enable Adjust Color", Float) = 0
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_AdjustColorFade("Adjust Color: Fade", Range( 0 , 1)) = 1
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_AdjustColorBrightness("Adjust Color: Brightness", Float) = 1
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_AdjustColorContrast("Adjust Color: Contrast", Float) = 1
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_AdjustColorSaturation("Adjust Color: Saturation", Float) = 1
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_AdjustColorHueShift("Adjust Color: Hue Shift", Range( 0 , 1)) = 0
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[Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
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_CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
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_CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
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_CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
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_CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
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_CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
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[Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
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_SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
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[HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
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[HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
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_SplitToningContrast("Split Toning: Contrast", Float) = 1
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_SplitToningBalance("Split Toning: Balance", Float) = 1
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_SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
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[Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
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_BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
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[HDR]_BlackTintColor("Black Tint: Color", Color) = (1,0,0,0)
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_BlackTintPower("Black Tint: Power", Float) = 2
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[Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
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_AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
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[HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (23.96863,1.254902,23.96863,0)
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_AlphaTintPower("Alpha Tint: Power", Float) = 1
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_AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.05
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[Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
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_UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
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[NoScaleOffset]_UVDistortShaderMask("UV Distort: Shader Mask", 2D) = "white" {}
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_UVDistortSpace("UV Distort: Space", Int) = 0
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_UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
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_UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
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_UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
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_UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
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[Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
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_UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
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[Toggle(_ENABLETEXTURESPRITE1_ON)] _EnableTextureSprite1("Enable Texture Sprite", Float) = 0
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_TextureFadeTexture("Texture Fade: Texture", 2D) = "white" {}
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_TextureFadeFrom("Texture Fade: From", Float) = 0
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[ASEEnd]_TextureFadeTo("Texture Fade: To", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha One, SrcAlpha OneMinusSrcAlpha
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ColorMask RGBA
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_FRAG_COLOR
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#pragma shader_feature_local _ENABLEADJUSTCOLOR_ON
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#pragma shader_feature_local _ENABLEALPHATINT_ON
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#pragma shader_feature_local _ENABLEBLACKTINT_ON
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#pragma shader_feature_local _ENABLESPLITTONING_ON
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#pragma shader_feature_local _ENABLECUSTOMFADE_ON
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#pragma shader_feature_local _ENABLETEXTURESPRITE1_ON
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#pragma shader_feature_local _ENABLEUVSCROLL_ON
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#pragma shader_feature_local _ENABLEUVDISTORT_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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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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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord4 : TEXCOORD4;
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform float _InvFade;
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uniform float2 _UVDistortFrom;
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uniform float2 _UVDistortTo;
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uniform sampler2D _NoiseTexture;
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uniform int _UVDistortSpace;
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float4 _MainTex_TexelSize;
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uniform float2 _UVDistortSpeed;
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uniform float2 _UVDistortNoiseScale;
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uniform float _UVDistortFade;
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uniform sampler2D _UVDistortShaderMask;
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uniform float4 _UVDistortShaderMask_ST;
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uniform float2 _UVScrollSpeed;
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uniform sampler2D _TextureFadeTexture;
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uniform float _TextureFadeFrom;
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uniform float _TextureFadeTo;
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uniform sampler2D _CustomFadeFadeMask;
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uniform float2 _CustomFadeNoiseScale;
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uniform float _CustomFadeNoiseFactor;
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uniform float _CustomFadeSmoothness;
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uniform float _CustomFadeAlpha;
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uniform float4 _SplitToningShadowsColor;
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uniform float4 _SplitToningHighlightsColor;
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uniform float _SplitToningShift;
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uniform float _SplitToningBalance;
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uniform float _SplitToningContrast;
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uniform float _SplitToningFade;
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uniform float4 _BlackTintColor;
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uniform float _BlackTintPower;
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uniform float _BlackTintFade;
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uniform float4 _AlphaTintColor;
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uniform float _AlphaTintPower;
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uniform float _AlphaTintFade;
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uniform float _AlphaTintMinAlpha;
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uniform float _AdjustColorHueShift;
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uniform float _AdjustColorSaturation;
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uniform float _AdjustColorContrast;
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uniform float _AdjustColorBrightness;
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uniform float _AdjustColorFade;
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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float3 RGBToHSV(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
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float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
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float d = q.x - min( q.w, q.y );
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float e = 1.0e-10;
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return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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v2f vert ( appdata_t v )
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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_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.ase_texcoord3.xyz = ase_worldPos;
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o.ase_texcoord4 = v.vertex;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord3.w = 0;
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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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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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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float2 texCoord67 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float3 ase_worldPos = i.ase_texcoord3.xyz;
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float2 appendResult2_g105 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
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float2 ifLocalVar2_g104 = 0;
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if( _UVDistortSpace > 1.0 )
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ifLocalVar2_g104 = (ase_worldPos).xy;
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else if( _UVDistortSpace == 1.0 )
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ifLocalVar2_g104 = (i.ase_texcoord4.xyz).xy;
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else if( _UVDistortSpace < 1.0 )
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ifLocalVar2_g104 = ( i.texcoord.xy / ( 100.0 / appendResult2_g105 ) );
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float2 lerpResult21_g103 = lerp( _UVDistortFrom , _UVDistortTo , tex2D( _NoiseTexture, ( ( ifLocalVar2_g104 + ( _UVDistortSpeed * _Time.y ) ) * _UVDistortNoiseScale ) ).r);
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float2 appendResult2_g107 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
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float2 uv_UVDistortShaderMask = i.texcoord.xy * _UVDistortShaderMask_ST.xy + _UVDistortShaderMask_ST.zw;
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float4 tex2DNode3_g106 = tex2D( _UVDistortShaderMask, uv_UVDistortShaderMask );
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#ifdef _ENABLEUVDISTORT_ON
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float2 staticSwitch65 = ( texCoord67 + ( lerpResult21_g103 * ( 100.0 / appendResult2_g107 ) * ( _UVDistortFade * ( tex2DNode3_g106.r * tex2DNode3_g106.a ) ) ) );
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#else
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float2 staticSwitch65 = texCoord67;
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#endif
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#ifdef _ENABLEUVSCROLL_ON
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float2 staticSwitch96 = ( ( ( _UVScrollSpeed * _Time.y ) + staticSwitch65 ) % float2( 1,1 ) );
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#else
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float2 staticSwitch96 = staticSwitch65;
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#endif
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float4 tex2DNode17 = tex2D( _MainTex, staticSwitch96 );
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float4 temp_output_1_0_g166 = tex2DNode17;
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float3 appendResult15_g166 = (float3(temp_output_1_0_g166.rgb));
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float lerpResult7_g166 = lerp( _TextureFadeFrom , _TextureFadeTo , i.color.a);
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float4 tex2DNode2_g166 = tex2D( _TextureFadeTexture, ( ( ( i.texcoord.xy - float2( 0.5,0.5 ) ) / max( lerpResult7_g166 , 0.0001 ) ) + float2( 0.5,0.5 ) ) );
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float4 appendResult16_g166 = (float4(appendResult15_g166 , ( temp_output_1_0_g166.a * ( 1.0 - ( tex2DNode2_g166.r * tex2DNode2_g166.a ) ) )));
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#ifdef _ENABLETEXTURESPRITE1_ON
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float4 staticSwitch100 = appendResult16_g166;
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#else
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float4 staticSwitch100 = ( tex2DNode17 * i.color );
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#endif
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float4 temp_output_1_0_g167 = tex2DNode17;
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float2 temp_output_57_0_g167 = staticSwitch96;
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float4 tex2DNode3_g167 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g167 );
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float clampResult37_g167 = clamp( ( ( ( i.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g167.r + ( tex2D( _NoiseTexture, ( temp_output_57_0_g167 * _CustomFadeNoiseScale ) ).r * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
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float4 appendResult13_g167 = (float4(( float4( (i.color).rgb , 0.0 ) * temp_output_1_0_g167 ).rgb , ( temp_output_1_0_g167.a * pow( clampResult37_g167 , ( _CustomFadeSmoothness / max( tex2DNode3_g167.r , 0.05 ) ) ) * _CustomFadeAlpha )));
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#ifdef _ENABLECUSTOMFADE_ON
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float4 staticSwitch64 = appendResult13_g167;
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#else
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float4 staticSwitch64 = staticSwitch100;
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#endif
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float4 temp_output_1_0_g169 = staticSwitch64;
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float4 break2_g170 = temp_output_1_0_g169;
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float temp_output_3_0_g169 = ( ( break2_g170.x + break2_g170.y + break2_g170.z ) / 3.0 );
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float clampResult25_g169 = clamp( ( ( ( ( temp_output_3_0_g169 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
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float3 lerpResult6_g169 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g169);
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float temp_output_9_0_g171 = max( _SplitToningContrast , 0.0 );
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float saferPower7_g171 = abs( ( temp_output_3_0_g169 + ( 0.1 * max( ( 1.0 - temp_output_9_0_g171 ) , 0.0 ) ) ) );
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float3 lerpResult11_g169 = lerp( (temp_output_1_0_g169).rgb , ( lerpResult6_g169 * pow( saferPower7_g171 , temp_output_9_0_g171 ) ) , _SplitToningFade);
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float4 appendResult18_g169 = (float4(lerpResult11_g169 , temp_output_1_0_g169.a));
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#ifdef _ENABLESPLITTONING_ON
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float4 staticSwitch98 = appendResult18_g169;
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#else
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float4 staticSwitch98 = staticSwitch64;
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#endif
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float4 temp_output_1_0_g172 = staticSwitch98;
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float3 temp_output_4_0_g172 = (temp_output_1_0_g172).rgb;
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float4 break12_g172 = temp_output_1_0_g172;
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float3 lerpResult7_g172 = lerp( temp_output_4_0_g172 , ( temp_output_4_0_g172 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g172.r , break12_g172.g ) , break12_g172.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) ));
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float3 lerpResult13_g172 = lerp( temp_output_4_0_g172 , lerpResult7_g172 , _BlackTintFade);
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float4 appendResult11_g172 = (float4(lerpResult13_g172 , break12_g172.a));
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#ifdef _ENABLEBLACKTINT_ON
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float4 staticSwitch79 = appendResult11_g172;
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#else
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float4 staticSwitch79 = staticSwitch98;
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#endif
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float4 temp_output_1_0_g173 = staticSwitch79;
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float saferPower11_g173 = abs( ( 1.0 - temp_output_1_0_g173.a ) );
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float3 lerpResult4_g173 = lerp( (temp_output_1_0_g173).rgb , (_AlphaTintColor).rgb , ( pow( saferPower11_g173 , _AlphaTintPower ) * _AlphaTintFade * step( _AlphaTintMinAlpha , temp_output_1_0_g173.a ) ));
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float4 appendResult13_g173 = (float4(lerpResult4_g173 , temp_output_1_0_g173.a));
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#ifdef _ENABLEALPHATINT_ON
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float4 staticSwitch86 = appendResult13_g173;
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#else
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float4 staticSwitch86 = staticSwitch79;
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#endif
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float4 break2_g174 = staticSwitch86;
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float3 appendResult4_g174 = (float3(break2_g174.r , break2_g174.g , break2_g174.b));
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float3 hsvTorgb16_g174 = RGBToHSV( appendResult4_g174 );
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float clampResult18_g174 = clamp( ( hsvTorgb16_g174.y * _AdjustColorSaturation ) , 0.0 , 1.0 );
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float temp_output_9_0_g175 = max( _AdjustColorContrast , 0.0 );
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float saferPower7_g175 = abs( ( hsvTorgb16_g174.z + ( 0.1 * max( ( 1.0 - temp_output_9_0_g175 ) , 0.0 ) ) ) );
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float3 hsvTorgb24_g174 = HSVToRGB( float3(( hsvTorgb16_g174.x + _AdjustColorHueShift ),clampResult18_g174,( pow( saferPower7_g175 , temp_output_9_0_g175 ) * _AdjustColorBrightness )) );
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float3 lerpResult9_g174 = lerp( appendResult4_g174 , hsvTorgb24_g174 , _AdjustColorFade);
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float4 appendResult3_g174 = (float4(lerpResult9_g174 , break2_g174.a));
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#ifdef _ENABLEADJUSTCOLOR_ON
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float4 staticSwitch84 = appendResult3_g174;
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#else
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float4 staticSwitch84 = staticSwitch86;
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#endif
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float4 appendResult90 = (float4(( (staticSwitch84).rgb * staticSwitch84.a ) , staticSwitch84.a));
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fixed4 col = appendResult90;
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UNITY_APPLY_FOG(i.fogCoord, col);
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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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CustomEditor "CartoonCoffeeLightningVFX.ParticleShaderGUI"
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Fallback "2"
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}
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/*ASEBEGIN
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Version=18935
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253;200;1485;805;-2478.584;593.5227;1.3;True;True
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Node;AmplifyShaderEditor.TemplateShaderPropertyNode;41;-3188.404,-194.2;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;67;-2996.457,3.141286;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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ASEEND*/
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//CHKSM=FB82AEC88F9F685DB3A4B0829BE3B11A0D9C6557
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