add some extra assets FX and SFX
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//--------------------------------------------------------------------------------------------------------------------------------
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// Cartoon FX
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// (c) 2012-2020 Jean Moreno
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//--------------------------------------------------------------------------------------------------------------------------------
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Shader "Cartoon FX/Remaster/Particle Screen Distortion"
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{
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Properties
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{
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[Toggle(_ALPHATEST_ON)] _UseAlphaClip ("Alpha Clipping (Cutout)", Float) = 0
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//# IF_KEYWORD _ALPHATEST_ON
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_Cutoff ("Cutoff Threshold", Range(0.001,1)) = 0.1
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//# END_IF
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//# --------------------------------------------------------
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[Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0
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//# IF_KEYWORD _FADING_ON
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_SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0
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_SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1
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//# END_IF
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//#
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[Toggle(_CFXR_EDGE_FADING)] _UseEF ("Edge Fade", Float) = 0
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//# IF_KEYWORD _CFXR_EDGE_FADING
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_EdgeFadePow ("Edge Fade Power", Float) = 1
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//# END_IF
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//# ========================================================
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//# Texture
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//#
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[NoScaleOffset] _ScreenDistortionTex ("Distortion Texture", 2D) = "bump" {}
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_ScreenDistortionScale ("Distortion Scale", Range(-0.5, 0.5)) = 0.1
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//# ========================================================
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//# Debug
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//#
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[Toggle(_DEBUG_VISUALIZE_DISTORTION)] _DebugVisualize ("Visualize Distortion Particles", Float) = 0
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}
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Category
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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}
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Blend SrcAlpha OneMinusSrcAlpha, One One
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ZWrite Off
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Cull Off
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/*** URP ***/
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//====================================================================================================================================
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// Universal Rendering Pipeline
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Subshader
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{
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Pass
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{
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Name "BASE_URP"
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Tags { "LightMode"="UniversalForward" }
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CGPROGRAM
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#pragma vertex vertex_program
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#pragma fragment fragment_program
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#pragma target 2.0
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// #pragma multi_compile_instancing
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// #pragma instancing_options procedural:ParticleInstancingSetup
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#pragma multi_compile_fog
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//#pragma multi_compile_fwdbase
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//#pragma multi_compile SHADOWS_SCREEN
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// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
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#pragma shader_feature_local _ _FADING_ON
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON
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#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
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#define CFXR_URP
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#define CFXR_SCREEN_DISTORTION_SHADER
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#include "CFXR_PASSES.cginc"
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ENDCG
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}
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// Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword
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Pass
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{
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Name "BASE_URP"
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Tags { "LightMode"="Universal2D" }
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CGPROGRAM
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#pragma vertex vertex_program
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#pragma fragment fragment_program
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#pragma target 2.0
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// #pragma multi_compile_instancing
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// #pragma instancing_options procedural:ParticleInstancingSetup
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#pragma multi_compile_fog
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//#pragma multi_compile_fwdbase
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//#pragma multi_compile SHADOWS_SCREEN
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// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
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#pragma shader_feature_local _ _FADING_ON
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON
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#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
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#define _CameraOpaqueTexture _CameraSortingLayerTexture
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#define CFXR_URP
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#define DISABLE_SOFT_PARTICLES
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#define CFXR_SCREEN_DISTORTION_SHADER
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#include "CFXR_PASSES.cginc"
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ENDCG
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}
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}
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/*** END URP ***/
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/*** BIRP ***/
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//====================================================================================================================================
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// Built-in Rendering Pipeline
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SubShader
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{
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GrabPass
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{
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Tags { "LightMode" = "Always" }
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"_GrabTexture"
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}
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Pass
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{
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Name "BASE"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma vertex vertex_program
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#pragma fragment fragment_program
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//vertInstancingSetup writes to global, not allowed with DXC
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// #pragma never_use_dxc
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// #pragma target 2.5
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// #pragma multi_compile_instancing
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// #pragma instancing_options procedural:vertInstancingSetup
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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//#pragma multi_compile_fwdbase
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//#pragma multi_compile SHADOWS_SCREEN
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// Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage
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#pragma shader_feature_local _ _FADING_ON
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON
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#pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION
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#include "UnityStandardParticleInstancing.cginc"
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#define CFXR_SCREEN_DISTORTION_SHADER
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#include "CFXR_PASSES.cginc"
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ENDCG
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}
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}
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/*** END BIRP ***/
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}
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CustomEditor "CartoonFX.MaterialInspector"
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}
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