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//#!INJECT_BEGIN INCLUDES 0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZSoftBlend.hlsl"
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//#!INJECT_END
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//#!INJECT_BEGIN MATERIAL_CBUFFER 0
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float _SoftFactor;
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//#!INJECT_END
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//#!INJECT_BEGIN VERTEX_CENTROID 0
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#if defined(SHADER_API_MOBILE)
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centroid float4 vertex : SV_POSITION;
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#else
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float4 vertex : SV_POSITION;
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#endif
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//#!INJECT_END
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//#!INJECT_BEGIN OUTPUT_SEMANTICS 0
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#if defined(SHADER_API_MOBILE)
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float depth : SV_DepthLessEqual;
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#endif
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//#!INJECT_END
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//#!INJECT_BEGIN FRAG_END 99
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#if defined(SHADER_API_MOBILE)
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half noise = GetScreenNoiseR(screenUVs);
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f.depth = SLZSoftBlendZTest(i.vertex.z, noise, _SoftFactor);
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#else
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float rawDepth = SampleSceneDepth(screenUVs);
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float viewZ = dot(GetWorldToViewMatrix()._m20_m21_m22_m23, float4(i.wPos_xyz_fog_x.xyz, 1));
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float fade = SLZSoftBlendDepth(rawDepth, viewZ, _SoftFactor);
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#if defined(SLZ_PARTICLE_ADDITIVE)
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f.color *= fade;
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#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
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f.color = lerp(fade, float4(1,1,1,1), f.color));
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#else
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f.color.a *= fade;
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#endif
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#endif
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//#!INJECT_END
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fileFormatVersion: 2
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guid: f42ab72a6a8465649be290d03a8f1981
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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//#!INJECT_BEGIN FRAG_BEGIN -1
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float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex);
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//#!INJECT_END
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 03859193eb793184ca8cc47738d7109d
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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//#!INJECT_BEGIN UNIFORMS 0
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TEXTURE2D(_ScreenSpacePattern);
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SAMPLER(sampler_ScreenSpacePattern);
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//#!INJECT_END
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//#!INJECT_BEGIN MATERIAL_CBUFFER 0
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half _Speed;
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half _SecondarySpeed;
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float _ScreenSpaceSize;
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float _ParticleOffset;
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//#!INJECT_END
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//#!INJECT_BEGIN FUNCTIONS 0
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float2 RotateTorchUVs(float2 uv, float2 center, float angle)
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{
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uv = uv - center;
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float sin1, cos1;
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sincos(angle, sin1, cos1);
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float2x2 rotMat = float2x2(cos1, -sin1, sin1, cos1);
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uv = mul(rotMat, uv);
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return uv + center;
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}
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//#!INJECT_END
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//#!INJECT_BEGIN VERT_BEGIN 0
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v.vertex.z += _ParticleOffset;
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//#!INJECT_END
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//#!INJECT_BEGIN FRAG_COLOR 0
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float angle1 = frac(_Time[0] * 3.1830988618 * _Speed) * TWO_PI;
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float angle2 = frac(_Time[0] * 3.1830988618 * _Speed * _SecondarySpeed) * TWO_PI;
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angle1 = -angle1;
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float2 uv1 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle1);
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half layer1 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv1).r;
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float2 uv2 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle2);
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half layer2 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv2).r;
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half4 SSPattern = SAMPLE_TEXTURE2D(_ScreenSpacePattern, sampler_ScreenSpacePattern, _ScreenParams.xy * screenUVs / _ScreenSpaceSize);
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f.color = (layer1 * layer2 * i.color.a) * SSPattern * _BaseColor * i.color;
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//#!INJECT_END
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fileFormatVersion: 2
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guid: 2a6fc1acbba5a6045a0692bfb9a7a8f2
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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