333 lines
19 KiB
Plaintext
333 lines
19 KiB
Plaintext
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Shader "Hovl/Particles/Explosion"
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{
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Properties
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{
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_Noise("Noise", 2D) = "white" {}
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_FinalEmission("Final Emission", Float) = 1
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_Color("Color", Color) = (1,1,1,1)
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_GlowColor("Glow Color", Color) = (1,1,0,1)
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_Opacity("Opacity", Range( 0 , 1)) = 1
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_NoisespeedXYNoisepowerZGlowpowerW("Noise speed XY Noise power Z Glow power W", Vector) = (0.314,0.427,0.001,4)
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_MotionVector("MotionVector", 2D) = "white" {}
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_MainTex("MainTex", 2D) = "white" {}
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_TilingXY("Tiling XY", Vector) = (8,8,0,0)
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_MotionAmount("MotionAmount", Float) = 0.001
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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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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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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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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#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_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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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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};
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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 float4 _MainTex_ST;
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uniform float4 _GlowColor;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float4 _NoisespeedXYNoisepowerZGlowpowerW;
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uniform sampler2D _MotionVector;
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uniform float4 _TilingXY;
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uniform float _MotionAmount;
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uniform float4 _Color;
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uniform float _FinalEmission;
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uniform float _Opacity;
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uniform fixed _Usedepth;
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uniform float _Depthpower;
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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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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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float lp = 1;
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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 ((sceneZ-partZ) / _Depthpower);
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lp *= lerp(1, fade, _Usedepth);
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i.color.a *= lp;
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#endif
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float4 uv0_Noise = i.texcoord;
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uv0_Noise.xy = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float Emission57 = uv0_Noise.z;
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float2 appendResult1 = (float2(_NoisespeedXYNoisepowerZGlowpowerW.x , _NoisespeedXYNoisepowerZGlowpowerW.y));
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float4 temp_output_9_0 = ( tex2D( _Noise, ( uv0_Noise + float4( ( _Time.y * appendResult1 ), 0.0 , 0.0 ) ).xy ) * _NoisespeedXYNoisepowerZGlowpowerW.z );
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float T104 = uv0_Noise.w;
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float Fract113 = frac( T104 );
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float temp_output_89_0 = floor( T104 );
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// *** BEGIN Flipbook UV Animation vars ***
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// Total tiles of Flipbook Texture
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float fbtotaltiles107 = _TilingXY.x * _TilingXY.y;
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// Offsets for cols and rows of Flipbook Texture
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float fbcolsoffset107 = 1.0f / _TilingXY.x;
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float fbrowsoffset107 = 1.0f / _TilingXY.y;
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// Speed of animation
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float fbspeed107 = _Time[ 1 ] * 0.0;
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// UV Tiling (col and row offset)
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float2 fbtiling107 = float2(fbcolsoffset107, fbrowsoffset107);
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// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
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// Calculate current tile linear index
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float fbcurrenttileindex107 = round( fmod( fbspeed107 + temp_output_89_0, fbtotaltiles107) );
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fbcurrenttileindex107 += ( fbcurrenttileindex107 < 0) ? fbtotaltiles107 : 0;
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// Obtain Offset X coordinate from current tile linear index
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float fblinearindextox107 = round ( fmod ( fbcurrenttileindex107, _TilingXY.x ) );
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// Multiply Offset X by coloffset
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float fboffsetx107 = fblinearindextox107 * fbcolsoffset107;
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// Obtain Offset Y coordinate from current tile linear index
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float fblinearindextoy107 = round( fmod( ( fbcurrenttileindex107 - fblinearindextox107 ) / _TilingXY.x, _TilingXY.y ) );
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// Reverse Y to get tiles from Top to Bottom
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fblinearindextoy107 = (int)(_TilingXY.y-1) - fblinearindextoy107;
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// Multiply Offset Y by rowoffset
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float fboffsety107 = fblinearindextoy107 * fbrowsoffset107;
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// UV Offset
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float2 fboffset107 = float2(fboffsetx107, fboffsety107);
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// Flipbook UV
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half2 fbuv107 = uv0_MainTex * fbtiling107 + fboffset107;
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// *** END Flipbook UV Animation vars ***
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float4 temp_cast_2 = (_MotionAmount).xxxx;
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float4 temp_cast_3 = (( _MotionAmount * -1.0 )).xxxx;
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float4 temp_output_93_0 = (temp_cast_2 + (tex2D( _MotionVector, fbuv107 ) - float4( 0,0,0,0 )) * (temp_cast_3 - temp_cast_2) / (float4( 1,1,1,1 ) - float4( 0,0,0,0 )));
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float4 tex2DNode14 = tex2D( _MainTex, ( temp_output_9_0 + ( Fract113 * temp_output_93_0 ) + float4( fbuv107, 0.0 , 0.0 ) ).rg );
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float4 temp_cast_8 = (_MotionAmount).xxxx;
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float4 temp_cast_9 = (( _MotionAmount * -1.0 )).xxxx;
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float fbtotaltiles103 = _TilingXY.x * _TilingXY.y;
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float fbcolsoffset103 = 1.0f / _TilingXY.x;
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float fbrowsoffset103 = 1.0f / _TilingXY.y;
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float fbspeed103 = _Time[ 1 ] * 0.0;
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float2 fbtiling103 = float2(fbcolsoffset103, fbrowsoffset103);
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float fbcurrenttileindex103 = round( fmod( fbspeed103 + ( temp_output_89_0 + 1.0 ), fbtotaltiles103) );
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fbcurrenttileindex103 += ( fbcurrenttileindex103 < 0) ? fbtotaltiles103 : 0;
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float fblinearindextox103 = round ( fmod ( fbcurrenttileindex103, _TilingXY.x ) );
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float fboffsetx103 = fblinearindextox103 * fbcolsoffset103;
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float fblinearindextoy103 = round( fmod( ( fbcurrenttileindex103 - fblinearindextox103 ) / _TilingXY.x, _TilingXY.y ) );
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fblinearindextoy103 = (int)(_TilingXY.y-1) - fblinearindextoy103;
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float fboffsety103 = fblinearindextoy103 * fbrowsoffset103;
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float2 fboffset103 = float2(fboffsetx103, fboffsety103);
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half2 fbuv103 = uv0_MainTex * fbtiling103 + fboffset103;
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float4 tex2DNode60 = tex2D( _MainTex, ( temp_output_9_0 + ( ( Fract113 + -1.0 ) * temp_output_93_0 ) + float4( fbuv103, 0.0 , 0.0 ) ).rg );
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float4 lerpResult63 = lerp( tex2DNode14 , tex2DNode60 , Fract113);
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float4 temp_cast_12 = (_NoisespeedXYNoisepowerZGlowpowerW.w).xxxx;
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float4 temp_cast_13 = (10000.0).xxxx;
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float4 clampResult132 = clamp( ( _GlowColor * Emission57 * pow( abs( lerpResult63 ) , temp_cast_12 ) ) , float4( 0,0,0,0 ) , temp_cast_13 );
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float lerpResult65 = lerp( tex2DNode14.a , tex2DNode60.a , Fract113);
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float4 appendResult136 = (float4(( ( clampResult132 + lerpResult63 ) * _Color * i.color * _FinalEmission ).rgb , ( ( lerpResult65 * _Color.a * i.color.a ) * _Opacity )));
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fixed4 col = appendResult136;
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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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}
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/*ASEBEGIN
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Version=17000
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//CHKSM=B4CA10D76F8C775E68F9990E516A6ADE525C21AB
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