add some extra assets FX and SFX
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fileFormatVersion: 2
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guid: 5c1f4ccbf4f7ddc4091175db03718d93
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/ParticlePack/EffectExamples/Misc Effects/Shaders/Dissolve.shadergraph
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uploadId: 691001
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fileFormatVersion: 2
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guid: 1a4d7430c1817ba448c78ad6fae8b866
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/ParticlePack/EffectExamples/Misc Effects/Shaders/DissolveLine.shadergraph
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uploadId: 691001
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Shader "Unlit/FireFlyNew"
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{
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Properties
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{
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_MainTex ("Albedo (Emissive)", 2D) = "white" {}
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_Wings ("Wings", 2D) = "white" {}
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_EmissiveAmount ("_EmissiveAmount", Float) =2.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert alpha:fade
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _EmissiveAmount;
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//float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv = v.uv;
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o.color.rgba = v.color.rgba;
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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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fixed4 col = tex2D(_MainTex, i.uv);
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float4 emissive = i.color * col.a;
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clip(i.color.a - 0.5);
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col += emissive * pow(_EmissiveAmount, 2.2);
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return col;
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}
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ENDCG
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}
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Pass
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{
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _Wings;
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//float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv = v.uv;
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o.color.rgba = v.color.rgba;
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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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fixed4 wings = tex2D(_Wings, i.uv.zw);
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wings.a = lerp( wings.a, 0, i.color.a);
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return wings;
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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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fileFormatVersion: 2
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guid: dc9ad51526a07884ab0982f5273e9b5d
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/ParticlePack/EffectExamples/Misc Effects/Shaders/FireFly.shader
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uploadId: 691001
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fileFormatVersion: 2
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guid: 5fdf66076058d2e45928fa426c33b0f4
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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: 625f186215c104763be7675aa2d941aa, type: 3}
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AssetOrigin:
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/ParticlePack/EffectExamples/Misc Effects/Shaders/HeatDisstortionWobble.shadergraph
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uploadId: 691001
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/Respawn" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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[HDR]_Emission ("Emission", Color) = (0,0,0,0)
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_MainTex ("Albedo", 2D) = "white" {}
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_Normal ("Normal", 2D) = "bump" {}
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_MetallicSmooth ("Metallic (RGB) Smooth (A)", 2D) = "white" {}
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_AO ("AO", 2D) = "white" {}
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[HDR]_EdgeColor1 ("Edge Color", Color) = (1,1,1,1)
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_Noise ("Noise", 2D) = "white" {}
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[Toggle] _Use_Gradient ("Use Gradient?", Float) = 1
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_Gradient ("Gradient", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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[PerRendererData]_Cutoff ("Cutoff", Range(0,1)) = 0.0
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_EdgeSize ("EdgeSize", Range(0,1)) = 0.2
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_NoiseStrength ("Noise Strength", Range(0,1)) = 0.4
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_DisplaceAmount ("Displace Amount", Float) = 1.5
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_cutoff ("cutoff", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" }
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Cull Off
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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#pragma multi_compile __ _USE_GRADIENT_ON
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sampler2D _MainTex;
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sampler2D _Noise;
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sampler2D _Gradient;
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sampler2D _Normal;
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sampler2D _MetallicSmooth;
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sampler2D _AO;
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struct Input {
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float2 uv_Noise;
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float2 uv_MainTex;
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fixed4 color : COLOR0;
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float3 worldPos;
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};
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half _Glossiness, _Metallic, _Cutoff, _EdgeSize, _NoiseStrength, _DisplaceAmount;
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half _cutoff;
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half4 _Color, _EdgeColor1, _Emission;
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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float3 pos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
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//pos.x += _cutoff*5;
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float4 tex = tex2Dlod(_Noise, float4(pos, 0)*0.5);
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float4 Gradient = tex2Dlod (_Gradient, float4(v.texcoord.xy,0,0));
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float mask = smoothstep(_Cutoff, _Cutoff - 0.3, 1-Gradient);
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float displacementAmount = lerp(0, _DisplaceAmount, _cutoff);
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//v.vertex.xyz += mul((float3x3)unity_WorldToObject, float3(0, vertexOffset, 0));
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//v.vertex.xyz = lerp(float3(0,0,0), v.vertex.xyz, _cutoff);
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}
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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float2 uv = IN.uv_Noise;
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uv.y += _cutoff;
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half3 Noise = tex2D (_Noise, uv);
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Noise.r = lerp(0, 1, Noise.r);
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half4 MetallicSmooth = tex2D (_MetallicSmooth, IN.uv_MainTex);
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//_cutoff = lerp(0, _cutoff, _cutoff);
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_cutoff = 1-_cutoff;
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#if _USE_GRADIENT_ON
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half3 Gradient = tex2D (_Gradient, IN.uv_MainTex);
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half Edge = smoothstep(_Cutoff, _Cutoff - _EdgeSize, 1-(Gradient + Noise.r*(1-Gradient)*_NoiseStrength));
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#else
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half Edge = smoothstep(_cutoff + _EdgeSize, _cutoff, clamp(Noise.r, _EdgeSize, 1));
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#endif
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
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fixed3 EmissiveCol = c.a * _Emission;
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o.Albedo = _Color;
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o.Occlusion = tex2D (_AO, IN.uv_MainTex);
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o.Emission = EmissiveCol + _EdgeColor1 * Edge;
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o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex));
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o.Metallic = MetallicSmooth.r * _Metallic;
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o.Smoothness = MetallicSmooth.a * _Glossiness;
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clip(Noise - _cutoff);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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fileFormatVersion: 2
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guid: 77711a0a1ef662843a281ba4ecd2c54c
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/ParticlePack/EffectExamples/Misc Effects/Shaders/Respawn.shader
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uploadId: 691001
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fileFormatVersion: 2
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guid: 7b27f67f0d40c774ea6fed2a6e06bb97
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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: 625f186215c104763be7675aa2d941aa, type: 3}
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AssetOrigin:
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/ParticlePack/EffectExamples/Misc Effects/Shaders/Respawn.shadergraph
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uploadId: 691001
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