This is a part of my Audiosurf 2 scripting documentation.
Property types we can set:
texture=...
and all others via textures={_Property=...}
textures={_Property={...}}
color=...
, watertint=...
, etc. and all others via shadercolors={_Property=...}
shadersettings={_Property=..., ...}
and shadercolors={...={... , param="_Property", paramMin=a, paramMax=b}}
UnityEngine.Material
object returned by BuildMaterial{}
.Older versions of Unity allowed loading compiled ShaderLab directly from text, and later removed that support in a version that Audiosurf 2 upgraded to. To soften the blow to existing skins, a shader name ending in ".shader" will make it try reading the shader name from the file and replacing your name with that. Dylan said (IIRC) he added a bunch of built-in shaders based on what he knew skins were using. If you specify a .txt file instead of a .shader file or the "Shader" line in your file is indented, it will fall back to passing your file contents to the obsolete Material(string contents)
constructor which will (always?) fail to load the shader.
After the shader name has been decided, it is loaded from the library of built-in shaders via Shader.Find
.
If a shader name, after processing, starts with "standard" (case-insensitive) then it sets the following material settings before reading your settings:
material:SetOverrideTag("RenderType", "")
material:SetInt("_SrcBlend", 1)
material:SetInt("_DstBlend", 0)
material:SetInt("_ZWrite", 1)
material:DisableKeyword("_ALPHATEST_ON")
material:DisableKeyword("_ALPHABLEND_ON")
material:DisableKeyword("_ALPHAPREMULTIPLY_ON")
material.renderQueue = -1
The material{shadersettings{_Mode}}
setting is probably relevant.
These shader variables are automatically provided to skyscreen
shaders:
float4 iPrimaryColor; // highway color
float iIntensity; // normalized intensity
float iFloorHeight; // track_bounds.min[2]);
float iCeilingHeight; // track_bounds.max[2]);
float iIntensityTime; // a counter which gains deltaTime * iIntensity every frame
float4x4 _ViewProjectInverse; // (Camera.main.projectionMatrix * Camera.main.worldToCameraMatrix).inverse
float4x4 _ProjectInverse; // Camera.main.projectionMatrix.inverse
float _Scale; // always 1
float _TrackLocation; // the interpolated current node index (Update tracklocation but starting at 0 instead of 1)
float iNumTrackNodes; // the number of nodes
// iTrackTex is only sent if skyScreen_TrackOffset was set
sampler2D iTrackTex; // 1024 x 4, RGBA32, no mipmaps, point filtering, clamped, 0 aniso
// The following are only sent if skyScreen_FixedTrackOffset was set
sampler2D iTrackColors; // 8192 x (12 * ceil(iNumTrackNodes / 8192.0)), RGBA32, no mipmaps, bilinear filtering, clamped, 0 aniso
sampler2D iTrackIntensities; // 8192 x ceil(iNumTrackNodes / 8192.0), RGBA32, no mipmaps, point filtering, clamped, 0 aniso
sampler2D iTrackNodes; // 8192 x 12*ceil(iNumTrackNodes / 8192.0), RGBA32, no mipmaps, point filtering, clamped, 0 aniso
float4 trackOffset; // the 3 values that were provided to skyScreen_FixedTrackOffset. the 4th value is always 0
This gives you images containing per-node details about the entire track. The first node is in the bottom left and it moves right until it wraps and starts at the beginning of the next row, moving upward. I am not sure why he chose 2D images with wrapping rather than 1D images, which would be simpler and have better clamping / interpolation.
The highway colors for every node. The textures are only generated on the skyscreen's first update frame and will not reflect changes to the highway after that.
The normalized intensity for every node. It is encoded with EncodeFloatRGBA(intensityNormalized)
.
This one gets more complicated: each logical row takes up 12 contiguous pixel rows in the image. 4 vectors are encoded in each logical row, from bottom to top: right (1,0,0), up (0,1,0), forward (0,0,1), and position. Right/up/forward have the node's rotation applied to them and they are relative to the node's world-space position. A vector's 3 coordinates each get their own pixel row, with X on the bottom, and are encoded with EncodeFloatRGBA((coordinate + 100000f) / 200000f)
.
Each column in this 1024 pixel wide image represents a track node. For each node, skyScreen_TrackOffset
is converted from node space to camera space (not viewport space) and the bottom two pixels are the X and Y coordinates of that, encoded via EncodeFloatRGBA((coordinate + 100000f) / 200000f)
. The next two pixels are a node color and EncodeFloatRGBA(intensityNormalized)
.
As for which nodes are selected, it is difficult understand the intention behind the complicated selection process. My guess is that this is something "good enough" found through experimentation and is designed for a specific shader. The set of nodes it selects from starts out as the first 1024 nodes and once iIntensityTime
reaches 200 the selection window will start moving forward. When the selection window hits the end of the track it will keep moving forward and the last node will appear in the selection window multiple times.
Selection criteria:
The node before the selected node (index clamped to the selection window) and the selected node will be lerped based on this ratio: abs(previous.z - column_index) / (abs(selected.z - column_index) + abs(previous.z - column_index))
If no qualifying node is found, most of the information will be reused from the last column that successfully selected a node (or zero) but the top two pixels will take their color and intensity from the first node in the selection window, and their interpolation is always with the next node (index clamped to the track size) rather than the previous node. (But the interpolation amount is the same as the others and does get reused.)
Here's a list of built-in shaders, their properties, and important ShaderLab commands they use. This list is up to date as of 2022-04-09. Let me know if you think a new shader has been added and I will update it.
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D ) = "white" {}
_Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 0.5
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "RequireOption" = "SoftVegetation" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Fallback "Vertex color unlit"
_Color ("_Color", Vector ) = (0,1,0,1)
_Inside ("_Inside", Range(0, 2) ) = 0
_Rim ("_Rim", Range(0, 2) ) = 1.2
_Texture ("_Texture", 2D ) = "white" {}
_Speed ("_Speed", Range(0.5, 5)) = 0.5
_Tile ("_Tile", Range(1, 10) ) = 5
_Strength ("_Strength", Range(0, 5) ) = 1.5
_Cube ("Cubemap", Cube ) = "" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
_Color ("_Color", Vector ) = (0,1,0,1)
_Inside ("_Inside", Range(0, 2) ) = 0
_Rim ("_Rim", Range(0, 2) ) = 1.2
_Texture ("_Texture", 2D ) = "white" {}
_Speed ("_Speed", Range(0.5, 5)) = 0.5
_Tile ("_Tile", Range(1, 10) ) = 5
_Strength ("_Strength", Range(0, 5) ) = 1.5
_Cube ("Cubemap", Cube ) = "" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(0.2, 10) ) = 8.1
_BorderSize ("_BorderSize", Range(-0.5, 0.5)) = 0
_BorderColor ("_BorderColor", Vector ) = (0,0.5,1,1)
_SpotSize ("_SpotSize", Range(0, 1) ) = 0.5
_AlphaHexa ("_AlphaHexa", Range(0.2, 10) ) = 0.608
_PositionX ("_PositionX", Range(-0.5, 0.5)) = 0
_PositionY ("_PositionY", Range(-0.5, 0.5)) = 0
_Radius ("_Radius", Range(0, 1) ) = 0.5
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(0.2, 10) ) = 1
_HexaColor ("_HexaColor", Vector ) = (1,1,1,1)
_BorderSize ("_BorderSize", Range(-0.5, 0.5)) = 0
_BorderColor ("_BorderColor", Vector ) = (1,1,1,1)
_SpotSize ("_SpotSize", Range(0, 1) ) = 0.5
_AlphaHexa ("_AlphaHexa", Range(0.2, 10) ) = 1
_PositionX ("_PositionX", Range(-0.5, 0.5)) = 0
_PositionY ("_PositionY", Range(-0.5, 0.5)) = 0
_Radius ("_Radius", Range(0, 1) ) = 0.5
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_SizeX ("SizeX", Range(0, 1) ) = 1
_SizeY ("SizeY", Range(0, 1) ) = 1
_Speed ("Speed", Range(0, 10)) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.87
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
_Glow ("_Glow", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Level ("_Level", Range(1, 16)) = 4
_Distance ("_Distance", Vector ) = (30,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Level ("_Level", Range(1, 16)) = 4
_Distance ("_Distance", Vector ) = (30,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Size ("Size", Range(0, 1) ) = 1
_Circle ("Circle", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_CenterX ("_CenterX", Range(-1, 1)) = 0
_CenterY ("_CenterY", Range(-1, 1)) = 0
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Radius ("_Radius", Range(0, 1000)) = 700
_Factor ("_Factor", Range(0, 1000)) = 200
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Level ("_Level", Range(1, 16)) = 4
_Distance ("_Distance", Vector ) = (30,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Level ("_Level", Range(1, 16)) = 4
_Distance ("_Distance", Vector ) = (30,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Radius ("_Radius", Range(0, 1)) = 0.1
_Quality ("_Quality", Range(0, 1)) = 0.75
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Blurred (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Blurred (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Blurred (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
_Brightness ("_Brightness", Range(0, 1)) = 1.5
_Saturation ("_Saturation", Range(0, 1)) = 3
_Contrast ("_Contrast", Range(0, 1)) = 3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(-0.02, 0.02)) = 0.02
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Contrast ("_Contrast", Range(0, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Noise ("_Noise", Range(0, 1)) = 0.5
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_ColorRGB ("_ColorRGB", Vector ) = (1,1,1,1)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 8)) = 8
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Val ("Value", Float) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_HueShift ("HueShift", Range(0, 360)) = 0
_Sat ("Saturation", Float ) = 1
_Val ("Value", Float ) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Speed ("_Speed", Range(0, 20)) = 10
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 10)) = 1
_Size ("_Size", Range(0, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_Distortion2 ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_PositionX ("_PositionX", Range(-1, 1)) = 1.5
_PositionY ("_PositionY", Range(-1, 1)) = 30
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 100)) = 10
_Distortion ("_Speed", Range(0, 30) ) = 5
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.87
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_SphereSize ("_SphereSize", Range(1, 10)) = 1
_SpherePositionX ("_SpherePositionX", Range(-1, 1)) = 0
_SpherePositionY ("_SpherePositionY", Range(-1, 1)) = 0
_Strength ("_Strength", Range(1, 10)) = 5
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 100)) = 20
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_CenterX ("_CenterX", Range(-1, 1)) = 0
_CenterY ("_CenterY", Range(-1, 1)) = 0
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_CenterX ("_CenterX", Range(-1, 1)) = 0
_CenterY ("_CenterY", Range(-1, 1)) = 0
_WaveIntensity ("_WaveIntensity", Range(0, 10)) = 0
_NumberOfWaves ("_NumberOfWaves", Range(0, 10)) = 0
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_WaveIntensity ("_WaveIntensity", Range(1, 100)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_EdgeSize ("_EdgeSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_EdgeSize ("_EdgeSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1)) = 0
_ColorRGB ("_ColorRGB", Vector ) = (1,0,0,1)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_DotSize ("_DotSize", Range(1, 16)) = 10
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Threshold ("_Threshold", Range(0, 1)) = 0
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_DotSize ("_DotSize", Range(0, 1) ) = 0
_ColorLevel ("_ColorLevel", Range(0, 10)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_RedAmplifier ("_RedAmplifier", Range(0, 10)) = 0
_GreenAmplifier ("_GreenAmplifier", Range(0, 10)) = 2
_BlueAmplifier ("_BlueAmplifier", Range(0, 10)) = 0
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_EdgeWeight ("_EdgeWeight", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Gain ("_Gain", Range(1, 10)) = 3
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenX ("Time", Range(0, 2000)) = 1
_ScreenY ("Time", Range(0, 2000)) = 1
_Distortion ("_Distortion", Range(1, 10) ) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(4, 32)) = 7
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(0, 20)) = 6
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 5)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(0.2, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_PositionX ("_PositionX", Range(-0.5, 0.5)) = 0
_PositionY ("_PositionY", Range(-0.5, 0.5)) = 0
_Radius ("_Radius", Range(0, 1) ) = 0.5
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(1, 10)) = 10
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Blurred (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MainTex2 ("Blurred (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Amount ("_Amount", Range(0, 20)) = 5
SubShader
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10) ) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Vignette ("_Vignette", Range(0, 100)) = 1.5
_Linecount ("_Linecount", Range(1, 150)) = 90
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_BinocularSize ("_BinocularSize", Range(0, 1)) = 0.5
_BinocularDistance ("_BinocularDistance", Range(0, 1)) = 0.5
_Greenness ("_Greenness", Range(0, 1)) = 0.4
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(0, 5)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value ("_Value", Range(0, 5)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
VHS ("Base (RGB)", 2D) = "white" {}
VHS2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Value ("Value", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Colorisation ("_Colorisation", Range(1, 10)) = 1
_Parasite ("_Parasite", Range(1, 10)) = 1
_Noise ("_Noise", Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Parasite ("_Parasite", Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
_RGB ("_RGB", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 256)) = 64
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value2 ("_ColorRGB", Vector ) = (1,1,1,1)
_Value5 ("Speed", Range(0, 1)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
_Value2 ("_ColorRGB", Vector ) = (1,1,1,1)
_Value5 ("Speed", Range(0, 1)) = 1
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
_MainTex ("Base (RGB)", 2D ) = "white" {}
_TimeX ("Time", Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector ) = (0,0,0,0)
SubShader
Pass
ZTest Always
No properties.
_MainTex ("Texture", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Transparent" }
Pass
Tags { "RenderType" = "Transparent" }
Blend One SrcColor, One SrcColor
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
Blend SrcAlpha One, SrcAlpha One
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
Blend DstColor SrcColor, DstColor SrcColor
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
Blend DstColor SrcColor, DstColor SrcColor
_Color ("Main Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/Diffuse"
_Color ("Color", Vector ) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D ) = "white" {}
_Glossiness ("Smoothness", Range(0, 1)) = 0.5
_Metallic ("Metallic", Range(0, 1)) = 0
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend One One, One One
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Diffuse"
_MainTex ("Input", 2D ) = "white" {}
_BlurStrength ("", Float) = 0.5
_BlurWidth ("", Float) = 0.5
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
iGlobalTime ("GlobalTime", Float ) = 0
iCamPos ("CamPos", Vector) = (0,0,0,0)
iFract1 ("Fract1", Vector) = (20,2,2,2.5)
iFract2 ("Fract2", Vector) = (0.5,1.2,0.5,-0.5)
iRailColor ("RailColor", Vector) = (1,1,1,1)
iRailPos ("RailPos", Vector) = (0.35,0,0,0)
iCamTarget ("CamTarget", Vector) = (0,0,0,0)
iCamDir ("CamDir", Vector) = (0,0,0,0)
iFractRot ("FractRot", Float ) = 0
iFOV ("FOV", Float ) = 0
iScreenScaler ("ScreenScaler", Float ) = 0
iCamRotMatrix0 ("CamRotMatrix0", Vector) = (0,0,0,0)
iCamRotMatrix1 ("CamRotMatrix1", Vector) = (0,0,0,0)
iCamRotMatrix2 ("CamRotMatrix2", Vector) = (0,0,0,0)
SubShader
Pass
Fallback "Diffuse"
iGlobalTime ("GlobalTime", Float ) = 0
iCamPos ("CamPos", Vector) = (0,0,0,0)
iFract1 ("Fract1", Vector) = (20,2,2,2.5)
iFract2 ("Fract2", Vector) = (0.5,1.2,0.5,-0.5)
iRailColor ("RailColor", Vector) = (1,1,1,1)
iRailPos ("RailPos", Vector) = (0.35,0,0,0)
iCamTarget ("CamTarget", Vector) = (0,0,0,0)
iCamDir ("CamDir", Vector) = (0,0,0,0)
iFractRot ("FractRot", Float ) = 0
iFOV ("FOV", Float ) = 0
iScreenScaler ("ScreenScaler", Float ) = 0
iCamRotMatrix0 ("CamRotMatrix0", Vector) = (0,0,0,0)
iCamRotMatrix1 ("CamRotMatrix1", Vector) = (0,0,0,0)
iCamRotMatrix2 ("CamRotMatrix2", Vector) = (0,0,0,0)
scale ("scale", Vector) = (1,1,1,0)
SubShader
Pass
Fallback "Diffuse"
_Color ("Main Color", Vector) = (1,1,1,1)
_SpecColor ("Specular Color", Vector) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Float ) = 0.3
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Glow ("Glow", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Specular"
_Color ("Main Color", Vector) = (1,1,1,1)
_SpecColor ("Specular Color", Vector) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Float ) = 0.3
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Glow ("Glow", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler", Float ) = 1
_MainScaler ("Main Color Scaler", Float ) = 2
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Specular"
_Color ("Main Color", Vector) = (1,1,1,1)
_SpecColor ("Specular Color", Vector) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Float ) = 0.3
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Glow ("Glow", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Specular"
No properties.
SubShader
Pass
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Tags { "QUEUE" = "Background" }
Pass
Tags { "QUEUE" = "Background" }
ZTest Always
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
No properties.
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_N ("N (normal of plane)", Vector) = (0,0,0,0)
_Phi0 ("Phi0", Float ) = 0
_Phi1 ("Phi1", Float ) = 1
_Theta0 ("Theta0", Float ) = 0
_Theta1 ("Theta1", Float ) = 1
_UAxis ("uAxis", Vector) = (0,0,0,0)
_VAxis ("vAxis", Vector) = (0,0,0,0)
_UOrigin ("uOrigin", Vector) = (0,0,0,0)
_VOrigin ("vOrigin", Vector) = (0,0,0,0)
_UScale ("uScale", Float ) = 1
_VScale ("vScale", Float ) = 1
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Density ("Density", Range(0, 1)) = 0.8
_CloudSize ("Cloud Size", Float ) = 150000
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Density ("Density", Range(0, 1)) = 0.8
_CloudSize ("Cloud Size", Float ) = 150000
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/Diffuse"
_Color ("Color", Vector ) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D ) = "white" {}
_Glossiness ("Smoothness", Range(0, 1)) = 0.5
_Metallic ("Metallic", Range(0, 1)) = 0
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend One One, One One
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D ) = "white" {}
_BumpMap ("Normal (Normal)", 2D ) = "bump" {}
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
_Thickness ("Thickness (R)", 2D ) = "bump" {}
_Power ("Subsurface Power", Float ) = 1
_Distortion ("Subsurface Distortion", Float ) = 0
_Scale ("Subsurface Scale", Float ) = 0.5
_SubColor ("Subsurface Color", Vector ) = (1,1,1,1)
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Bumped Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess", Range(0.01, 10)) = 0.078125
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
ColorMask RGB -1
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
ColorMask RGB -1
Cull Front
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Cull Front
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Front
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
ZWrite Off
Cull Front
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Front
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Off
Fallback "Transparent/Cutout/VertexLit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Tags { "QUEUE" = "Background" }
Pass
Tags { "QUEUE" = "Background" }
Blend SrcAlpha One, SrcAlpha One
Cull Off
Fallback "Vertex color unlit"
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/VertexLit"
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_DynColor ("Dynamic Color", Vector) = (1,1,1,1)
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/VertexLit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_EmissiveTex ("EmissiveTexture", 2D ) = "white" {}
iIntensity ("iIntensity", Float ) = 0
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
_Color ("Color", Vector ) = (0.07843138,0.3921569,0.7843137,1)
[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Fallback "Diffuse"
[NoScaleOffset] _MainTex ("ShadowMap", 2D ) = "white" {}
displacePower ("light Displace intensity", Range(0.01, 0.3)) = 0.079
_ShadowColor ("ShadowColor", Vector ) = (0,0,0,0)
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.01
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "NeverRenderMe" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "NeverRenderMe" }
Blend DstColor OneMinusSrcAlpha, DstColor OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Front
_BumpAmt ("Distortion", Range(0, 128)) = 10
_MainTex ("Tint Color (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Name "BASE"
Tags { "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Pass
Name "BASE"
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Blend DstColor Zero, DstColor Zero
_BumpAmt ("Distortion", Range(0, 128)) = 10
_MainTex ("Tint Color (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_Color ("Main Color", Vector ) = (1,1,1,1)
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_ReflectMultiply ("ReflectMultiply", Range(0, 1) ) = 0.6
_FresnelPower ("FresnelPower", Range(0.1, 4)) = 0.6
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Name "BASE"
Tags { "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Pass
Name "BASE"
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Blend DstColor Zero, DstColor Zero
Cull Off
_BumpAmt ("Distortion", Range(0, 128)) = 10
_MainTex ("Tint Color (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_Color ("Main Color", Vector ) = (1,1,1,1)
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_ReflectMultiply ("ReflectMultiply", Range(0, 1) ) = 0.6
_FresnelPower ("FresnelPower", Float ) = 1.36
_Brightness ("Brightess", Float ) = 0.5
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Name "BASE"
Tags { "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Pass
Name "BASE"
Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
Blend DstColor Zero, DstColor Zero
Cull Off
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_PosTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_PosTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_PosTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector ) = (1,1,1,1)
_Size ("Size", Range(0, 20)) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
_MainTex ("Font Texture", 2D ) = "white" {}
_Color ("Text Color", Vector) = (1,1,1,1)
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
ColorMask RGB -1
Cull Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ZWrite Off
Cull Off
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Fallback "Transparent/Cutout/Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
ColorMask RGB -1
Cull Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ZWrite Off
Cull Off
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Fallback "Transparent/Cutout/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
ColorMask RGB -1
Cull Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ZWrite Off
Cull Off
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Fallback "Transparent/Cutout/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D ) = "white" {}
_Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "RequireOption" = "SoftVegetation" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
ColorMask RGB -1
Cull Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ZWrite Off
Cull Off
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
Fallback "Transparent/Cutout/VertexLit"
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,0)
_Emission ("Emissive Color", Vector ) = (0,0,0,0)
_Shininess ("Shininess", Range(0.1, 1)) = 0.7
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
Cull Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLM" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
Cull Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLMRGBM" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
Cull Off
Pass
Name "CASTER"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Pass
Name "SHADOWCOLLECTOR"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "SHADOWCOLLECTOR" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Mobile/Diffuse"
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Fallback "Mobile/VertexLit"
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Fallback "Mobile/VertexLit"
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Mobile/VertexLit"
_MainTex ("Particle Texture", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend Zero SrcColor, Zero SrcColor
ZWrite Off
Cull Off
_EmisColor ("Emissive Color", Vector ) = (0.2,0.2,0.2,0)
_MainTex ("Particle Texture", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "VertexLMRGBM" "RenderType" = "SelectiveGlow" }
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Specular"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Main (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
ColorMask RGB -1
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Detail ("Detail (RGB)", 2D ) = "gray" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Bumped Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1) ) = 0.078125
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Bumped Specular"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "VertexLit"
_XTexture ("X", 2D ) = "white" {}
_XGlowColor ("X Glow Color", Vector ) = (1,1,1,1)
_XGlowMap ("X Glow (A)", 2D ) = "white" {}
_YTexture ("Y", 2D ) = "white" {}
_YGlowColor ("Y Glow Color", Vector ) = (1,1,1,1)
_YGlowMap ("Y Glow (A)", 2D ) = "white" {}
_ZTexture ("Z", 2D ) = "white" {}
_ZGlowColor ("Z Glow Color", Vector ) = (1,1,1,1)
_ZGlowMap ("Z Glow (A)", 2D ) = "white" {}
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
SubShader
Tags { "RenderType" = "TriplanarGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "TriplanarGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "TriplanarGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "TriplanarGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "TriplanarGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "TriplanarGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "TriplanarGlow" }
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0.1, 10)) = 2
_Outter ("Outter Intensity", Range(0.1, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Tags { "RenderType" = "SelectiveGlow" }
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0.1, 10)) = 2
_Outter ("Outter Intensity", Range(0.1, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
_Color ("Main Color", Vector ) = (1,1,1,0.5)
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Tags { "RenderType" = "SelectiveGlow" }
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0.1, 10)) = 2
_Outter ("Outter Intensity", Range(0.1, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Tags { "RenderType" = "SelectiveGlow" }
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,1)
_Emission ("Emissive Color", Vector ) = (0,0,0,0)
_Shininess ("Shininess", Range(0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "VertexLMRGBM" "RenderType" = "SelectiveGlow" }
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Pass
Name "SHADOWCOLLECTOR"
Tags { "LIGHTMODE" = "SHADOWCOLLECTOR" "RenderType" = "SelectiveGlow" }
_TintColor ("Tint Color", Vector ) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend One OneMinusSrcColor, One OneMinusSrcColor
ColorMask RGB -1
ZWrite Off
Cull Off
_TintColor ("Tint Color", Vector ) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Cull Off
_TintColor ("Tint Color", Vector ) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend DstColor One, DstColor One
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend Zero SrcColor, Zero SrcColor
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend DstColor SrcColor, DstColor SrcColor
ColorMask RGB -1
ZWrite Off
Cull Off
_EmisColor ("Emissive Color", Vector ) = (0.2,0.2,0.2,0)
_MainTex ("Particle Texture", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Cull Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Reflective/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrGloss (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Reflective/Bumped Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB), RefStrength (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "BASE"
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "SelectiveGlow" }
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "BASE"
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "SelectiveGlow" }
Fallback "VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,1)
_Shininess ("Shininess", Range(0.1, 1)) = 0.7
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
UsePass "Reflective/Bumped Unlit/BASE"
Pass
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Fallback "Reflective/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Reflective/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) RefStrength (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Reflective/Bumped Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1) ) = 0.078125
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Reflective/Bumped Specular"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Reflective/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,1)
_Shininess ("Shininess", Range(0.03, 1)) = 0.7
_ReflectColor ("Reflection Color", Vector ) = (1,1,1,0.5)
_MainTex ("Base (RGB) RefStrength (A)", 2D ) = "white" {}
_Cube ("Reflection Cubemap", Cube ) = "_Skybox" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "BASE"
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "SelectiveGlow" }
Pass
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
Pass
Tags { "LIGHTMODE" = "VertexLMRGBM" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ColorMask RGB -1
ZWrite Off
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "BASE"
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Fallback "VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Self-Illumin/Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Self-Illumin/Specular"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Self-Illumin/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Self-Illumin/Bumped Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1) ) = 0.078125
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Self-Illumin/Bumped Specular"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
Cull Off
Fallback "Self-Illumin/Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,1)
_Shininess ("Shininess", Range(0.1, 1)) = 0.7
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "SelectiveGlow" }
Pass
Name "BASE"
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Fallback "VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/VertexLit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/Bumped Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess", Range(0.01, 1) ) = 0.078125
_Parallax ("Height", Range(0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D ) = "black" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Transparent/Bumped Specular"
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10)) = 2
_Outter ("Outter Intensity", Range(0, 10)) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,0)
_Emission ("Emissive Color", Vector ) = (0,0,0,0)
_Shininess ("Shininess", Range(0.1, 1)) = 0.7
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_GlowColor ("Glow Color", Vector ) = (1,1,1,1)
_Inner ("Inner Intensity", Range(0, 10) ) = 2
_Outter ("Outter Intensity", Range(0, 10) ) = 2
_GlowMap ("Glow (A)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLM" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLMRGBM" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
SubShader
Pass
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D ) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_MaskTex ("Mask (RGB)", any) = "" {}
_DepthCurveLut ("Depth Curve LUT (RGB)", 2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_MaskTex ("Mask (RGB)", any) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D ) = "" {}
_DepthCurveLut ("Depth Curve LUT (RGB)", 2D ) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any ) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
_MaskTex ("Mask (RGB)", any ) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D ) = "" {}
_StereoScale ("StereoScale", Vector) = (1,1,0,0)
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
_RgbTex ("LUT (RGB)", 2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
_MaskTex ("Mask (RGB)", any) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D ) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", any) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex (" ", 2D) = "black" {}
_AnamorphicRTS0 (" ", 2D) = "black" {}
_AnamorphicRTS1 (" ", 2D) = "black" {}
_AnamorphicRTS2 (" ", 2D) = "black" {}
_AnamorphicRTS3 (" ", 2D) = "black" {}
_AnamorphicRTS4 (" ", 2D) = "black" {}
_AnamorphicRTS5 (" ", 2D) = "black" {}
_AnamorphicRTS6 (" ", 2D) = "black" {}
_AnamorphicRTS7 (" ", 2D) = "black" {}
_LensFlareLUT (" ", 2D) = "black" {}
SubShader
Pass
Name "FRAG_THRESHOLD"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_THRESHOLDMASK"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_ANAMORPHICGLARE"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_LENSFLARE0"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_LENSFLARE1"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_LENSFLARE2"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_LENSFLARE3"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_LENSFLARE4"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_LENSFLARE5"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_DOWNSAMPLERNOWEIGHTEDAVG"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_DOWNSAMPLER_WITH_KARIS"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_DOWNSAMPLER_WITHOUT_KARIS"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_DOWNSAMPLER_TEMP_FILTER_WITH_KARIS"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_DOWNSAMPLER_TEMP_FILTER_WITHOUT_KARIS"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_HORIZONTAL_GAUSSIAN_BLUR"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_VERTICAL_GAUSSIAN_BLUR"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_VERTICAL_GAUSSIAN_BLUR_TEMP_FILTER"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_UPSCALETENTFIRSTPASS"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_UPSCALETENT"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS1"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS2"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS3"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS4"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS5"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS6"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS7"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_WEIGHTEDADDPS8"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_BOKEHFILTERING"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_BOKEHCOMPOSITION2S"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_BOKEHCOMPOSITION3S"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_BOKEHCOMPOSITION4S"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_BOKEHCOMPOSITION5S"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_BOKEHCOMPOSITION6S"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "FRAG_DECODE"
ZTest Always
ZWrite Off
Cull Off
_LensDirt ("Lens Dirt Texture", 2D) = "black" {}
_LensStarburst ("Lens Starburst Texture", 2D) = "black" {}
_MainTex (" ", 2D) = "black" {}
_LensFlare (" ", 2D) = "black" {}
_LensGlare (" ", 2D) = "black" {}
_MipResultsRTS0 (" ", 2D) = "black" {}
_MipResultsRTS1 (" ", 2D) = "black" {}
_MipResultsRTS2 (" ", 2D) = "black" {}
_MipResultsRTS3 (" ", 2D) = "black" {}
_MipResultsRTS4 (" ", 2D) = "black" {}
_MipResultsRTS5 (" ", 2D) = "black" {}
SubShader
Tags { "Mode" = "Full" }
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Full" }
ZTest Always
ZWrite Off
Cull Off
SubShader
Tags { "Mode" = "Half" }
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Mode" = "Half" }
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_DsTex1 ("DsTexture 1 (RGB)", 2D ) = "black" {}
_DsTex2 ("DsTexture 2 (RGB)", 2D ) = "black" {}
_DsTex3 ("DsTexture 3 (RGB)", 2D ) = "black" {}
_DsTex4 ("DsTexture 4 (RGB)", 2D ) = "black" {}
_DsTex5 ("DsTexture 5 (RGB)", 2D ) = "black" {}
_BloomThreshold ("Bloom Threshold", Float ) = 0.8
_BloomIntensity ("Bloom Intensity", Float ) = 5
_BloomTexFactors1 ("Bloom Tex Factors 1", Vector) = (0.166,0.166,0.166,0.166)
_BloomTexFactors2 ("Bloom Tex Factors 2", Vector) = (0.166,0.166,0,0)
SubShader
Pass
Name "BLOOM_TO_ALPHA"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "BLOOM_COMPOSITE"
ZTest Always
ZWrite Off
Cull Off
Pass
Name "BLUR"
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_Shininess ("Shininess", Range(0.03, 1)) = 1
_SpecTex ("Specular(RGB) Roughness(A)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
_MainTex ("", 2D ) = "white" {}
_BlurTex ("", 2D ) = "white" {}
_BlurRamp ("", 2D ) = "gray" {}
_Outter ("Intensity", Range(0.1, 10)) = 6
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_CurTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_AdaptTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_HrDepthTex ("Base (RGB)", 2D) = "white" {}
_LrDepthTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
No properties.
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
No properties.
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "buuuh" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "buuuh" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
_MainTex ("", 2D) = "white" {}
_BlurredColor ("", 2D) = "white" {}
_FgCocMask ("", 2D) = "white" {}
SubShader
Pass
Blend DstAlpha One, Zero One
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("-", 2D) = "black" {}
_SecondTex ("-", 2D) = "black" {}
_ThirdTex ("-", 2D) = "black" {}
SubShader
Tags { "Name" = "MainSubShader_SM5" }
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "MainSubShader_SM5" }
ZTest Always
ZWrite Off
Cull Off
SubShader
Tags { "Name" = "FallbackSubShader_SM3" }
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
Pass
Tags { "Name" = "FallbackSubShader_SM3" }
ZTest Always
ZWrite Off
Cull Off
_MainTex ("-", 2D) = "black" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
No properties.
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", any) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Main Texture", 2D ) = "white" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_Color ("Color", Vector ) = (1,1,1,1)
[MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float ) = 2
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0, 5)) = 0
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
SubShader
Tags { "RenderType" = "TransparentCutout" }
Pass
Tags { "RenderType" = "TransparentCutout" }
SubShader
Tags { "RenderType" = "TreeLeaf" }
Pass
Tags { "RenderType" = "TreeLeaf" }
SubShader
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Pass
Name "FORWARD"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARD"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Blend One One, One One
ZWrite Off
Cull Off
Pass
Name "PREPASS"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Cull Off
Pass
Name "PREPASS"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
ZWrite Off
Cull Off
Pass
Name "DEFERRED"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Cull Off
_MainTex ("", any) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
No properties.
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZWrite Off
Cull Front
[HideInInspector] _SrcBlend ("__src", Float) = 1
[HideInInspector] _NoiseVolume ("_NoiseVolume", 3D ) = "white" {}
[HideInInspector] _NoiseVolume2 ("_NoiseVolume2", 3D ) = "white" {}
[HideInInspector] _Gradient ("_Gradient", 2D ) = "white" {}
[HideInInspector] CoverageTex ("CoverageTex", 2D ) = "grey" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZWrite Off
Cull Front
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Front
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
SubShader
Pass
ZWrite Off
Cull Off
Pass
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", any) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Color ("Color", Vector ) = (1,1,1,1)
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
SubShader
Tags { "RenderType" = "TransparentCutout" }
Pass
Tags { "RenderType" = "TransparentCutout" }
SubShader
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Pass
Name "FORWARD"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARD"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Blend One One, One One
ZWrite Off
Cull Off
Pass
Name "PREPASS"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Cull Off
Pass
Name "PREPASS"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
ZWrite Off
Cull Off
Pass
Name "DEFERRED"
Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_ChromAberrTex ("Chromatic Aberration (RGB)", 2D ) = "black" {}
_LensDirtTex ("Lens Dirt Texture", 2D ) = "black" {}
_DirtIntensity ("Lens Dirt Intensity", Float) = 0.1
_ChromaticAberrationOffset ("Chromatic Aberration Offset", Float) = 1
_BloomTex ("Bloom (RGBA)", 2D ) = "black" {}
_DOFTex ("DOF (RGB), COC(A)", 2D ) = "black" {}
SubShader
Pass
Name "BLOOM_DOF_COMPOSITE"
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Name "CHROMATIC_ABERRATION"
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "black" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "black" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_Color ("Color", Vector) = (1,1,1,0)
_MainTex ("", 2D ) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_Color ("Glow Amount", Vector) = (1,1,1,1)
_MainTex ("", 2D ) = "white" {}
SubShader
Pass
Blend One One, One One
ZTest Always
ZWrite Off
Cull Off
SubShader
Pass
Blend One One, One One
ZTest Always
ZWrite Off
Cull Off
_Color ("Color", Vector) = (1,1,1,0)
_MainTex ("", 2D ) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", any) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", 2D) = "" {}
_OcclusionTexture ("", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", 2D) = "" {}
_BaseTex ("", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", 2D) = "" {}
_History1LumaTex ("", 2D) = "" {}
_History2LumaTex ("", 2D) = "" {}
_History3LumaTex ("", 2D) = "" {}
_History4LumaTex ("", 2D) = "" {}
_History1ChromaTex ("", 2D) = "" {}
_History2ChromaTex ("", 2D) = "" {}
_History3ChromaTex ("", 2D) = "" {}
_History4ChromaTex ("", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("", 2D) = "" {}
_VelocityTex ("", 2D) = "" {}
_NeighborMaxTex ("", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_AccumOrig ("AccumOrig", Float) = 0.65
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZTest Always
ZWrite Off
Cull Off
Pass
ColorMask A -1
ZTest Always
ZWrite Off
Cull Off
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZTest Always
ZWrite Off
Cull Off
Pass
ColorMask A -1
ZTest Always
ZWrite Off
Cull Off
_GlowMap ("Glow (A)", 2D ) = "bump" {}
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_Inner ("Inner Intensity", Range(0.1, 10)) = 2
_Outter ("Outter Intensity", Range(0.1, 10)) = 2
SubShader
Tags { "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
Blend One One, One One
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
Cull Off
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZTest Always
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZTest Always
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
ColorMask RGB -1
ZTest Always
ZWrite Off
Cull Off
SubShader
Tags { "RenderType" = "TriplanarGlow" }
Pass
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "TriplanarGlow" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "TriplanarGlow" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "TriplanarGlow" }
ColorMask RGB -1
ZWrite Off
Cull Off
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
_MainTex ("", 2D ) = "white" {}
_Cutoff ("", Float ) = 0.5
_COLORMASK_Color ("", Vector) = (1,1,1,1)
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
ColorMask RGB -1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
ColorMask RGB -1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base", 2D) = "" {}
_ColorBuffer ("Color", 2D) = "" {}
_Skybox ("Skybox", 2D) = "" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
No properties.
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
_MainTex ("Base (RGB)", 2D ) = "white" {}
_AdditiveTexture ("Base (RGB)", 2D ) = "black" {}
_OffsetInfos ("HorizontalOffset", Vector) = (0,0,0,0)
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Pass
Pass
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Blend One One, One One
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "black" {}
_FlareTexture ("Flare (RGB)", 2D) = "black" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "black" {}
_FlareTexture ("Flare (RGB)", 2D) = "black" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Intensity ("Intensity", Float) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
_BrightTexture ("Base (RGB) Trans (A)", 2D) = "black" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Fallback "Diffuse"
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Pass
Pass
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
Pass
Pass
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_UpsampleDepthThreshold ("Upsample Depth Threshold", Range(0, 2)) = 0.05
[HideInInspector] _LowResColor ("", 2D ) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_Color ("Main Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Self-Illumin/VertexLit"
_SpeedStrength ("Speed (XY), Strength (ZW)", Vector) = (1,1,1,1)
_RefractTexTiling ("Refraction Tilefac", Float ) = 1
_RefractTex ("Refraction (RG), Colormask (B)", 2D ) = "bump" {}
_Color ("Color (RGB)", Vector) = (1,1,1,1)
_MainTex ("Base (RGB) DON`T TOUCH IT! :)", 2D ) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_Diffuse ("Diffuse", 2D ) = "white" {}
_Normal ("Normal", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float ) = 0.2
_BulgeShape ("Bulge Shape", Float ) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float ) = 1.2
_WaveControl1 ("Waves", Vector ) = (1,0.01,0.001,0)
_TimeControl1 ("Time", Vector ) = (1,10,0.02,100)
_OceanCenter ("Ocean Center", Vector ) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float ) = 1
_RippleScale ("Vary Height", Float ) = 0
_InteractPos ("Interact Position", Vector ) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float ) = 10
_Color ("Grass tint", Vector ) = (0.5,0.8,0.5,0)
_TintPower ("tint power", Float ) = 0
_SpecularPower ("Specular", Float ) = 1
_SmoothMotionFactor ("Smooth wave motion", Float ) = 105
_WaveXFactor ("Wave Control x axis", Float ) = 1
_WaveYFactor ("Wave Control y axis", Float ) = 1
_HeightControlPoints ("Control point heights", Vector ) = (0.2,0.3,0.4,0.96)
SubShader
Tags { "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Name "FORWARDBASE"
Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARDADD"
Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Blend One One, One One
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Fallback "Transparent/Cutout/Diffuse"
_Diffuse ("Diffuse", 2D ) = "white" {}
_Normal ("Normal", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float ) = 0.2
_BulgeShape ("Bulge Shape", Float ) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float ) = 1.2
_WaveControl1 ("Waves", Vector ) = (1,0.01,0.001,0.41)
_TimeControl1 ("Time", Vector ) = (1,1,1,100)
_OceanCenter ("Ocean Center", Vector ) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float ) = 1
_RippleScale ("Vary Height", Float ) = 0
_InteractPos ("Interact Position", Vector ) = (0,0,0,1)
_InteractSpeed ("Interact Speed", Vector ) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float ) = 10
_Color ("Grass tint", Vector ) = (0.5,0.8,0.5,0)
_ColorGlobal ("Global tint", Vector ) = (0.5,0.5,0.5,0)
_TintPower ("tint power", Float ) = 0
_TintFrequency ("tint frequency", Float ) = 0.1
_SpecularPower ("Specular", Float ) = 1
_SmoothMotionFactor ("Smooth wave motion", Float ) = 105
_WaveXFactor ("Wave Control x axis", Float ) = 1
_WaveYFactor ("Wave Control y axis", Float ) = 1
_SnowTexture ("Snow texture", 2D ) = "white" {}
_BaseLight ("Grass Base light control", Float ) = 0
_BaseColorYShift ("Shift Base color Y axis", Float ) = 1
_InteractMaxYoffset ("Interaction max offset in Y axis", Float ) = 1.5
SubShader
Tags { "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Name "FORWARDBASE"
Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARDADD"
Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Blend One One, One One
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Fallback "Transparent/Cutout/Diffuse"
_Diffuse ("Diffuse", 2D ) = "white" {}
_Normal ("Normal", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float ) = 0.2
_BulgeShape ("Bulge Shape", Float ) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float ) = 1.2
_WaveControl1 ("Waves", Vector ) = (1,0.01,0.001,0)
_TimeControl1 ("Time", Vector ) = (1,10,0.02,100)
_OceanCenter ("Ocean Center", Vector ) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float ) = 1
_RippleScale ("Vary Height", Float ) = 0
_InteractPos ("Interact Position", Vector ) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float ) = 10
_Color ("Grass tint", Vector ) = (0.5,0.8,0.5,0)
_ColorGlobal1 ("Global tint", Vector ) = (1,1,1,1)
_TintPower ("tint power", Float ) = 0
_TintFrequency ("tint frequency", Float ) = 0.1
_SpecularPower ("Specular", Float ) = 1
_SmoothMotionFactor ("Smooth wave motion", Float ) = 105
_WaveXFactor ("Wave Control x axis", Float ) = 1
_WaveYFactor ("Wave Control y axis", Float ) = 1
_SnowTexture ("Snow texture", 2D ) = "white" {}
SubShader
Tags { "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Name "FORWARDBASE"
Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARDADD"
Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Blend One One, One One
Cull Off
Pass
Name "SHADOWCOLLECTOR"
Tags { "LIGHTMODE" = "SHADOWCOLLECTOR" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Fallback "Transparent/Cutout/Diffuse"
_Diffuse ("Diffuse", 2D ) = "white" {}
_Normal ("Normal", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float ) = 0.2
_BulgeShape ("Bulge Shape", Float ) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float ) = 1.2
_WaveControl1 ("Waves", Vector ) = (1,0.01,0.001,0)
_TimeControl1 ("Time", Vector ) = (1,10,0.02,100)
_OceanCenter ("Ocean Center", Vector ) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float ) = 1
_RippleScale ("Vary Height", Float ) = 0
_InteractPos ("Interact Position", Vector ) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float ) = 10
_Color ("Grass tint", Vector ) = (0.5,0.8,0.5,0)
_TintPower ("tint power", Float ) = 0
_SpecularPower ("Specular", Float ) = 1
_SmoothMotionFactor ("Smooth wave motion", Float ) = 105
_WaveXFactor ("Wave Control x axis", Float ) = 1
_WaveYFactor ("Wave Control y axis", Float ) = 1
_HeightControlPoints ("Control point heights", Vector ) = (0.2,0.3,0.4,0.96)
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARDBASE"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARDADD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend One One, One One
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Fallback "Diffuse"
_Diffuse ("Diffuse", 2D ) = "white" {}
_Normal ("Normal", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float ) = 0.2
_BulgeShape ("Bulge Shape", Float ) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float ) = 1.2
_WaveControl1 ("Waves", Vector ) = (1,0.01,0.001,0)
_TimeControl1 ("Time", Vector ) = (1,10,0.02,100)
_OceanCenter ("Ocean Center", Vector ) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float ) = 1
_RippleScale ("Vary Height", Float ) = 0
_InteractPos ("Interact Position", Vector ) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float ) = 10
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARDBASE"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Fallback "Diffuse"
_Diffuse ("Diffuse", 2D ) = "white" {}
_Normal ("Normal", 2D ) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
_BulgeScale ("Bulge Scale", Float ) = 0.2
_BulgeShape ("Bulge Shape", Float ) = 5
_BulgeScale_copy ("Bulge Scale_copy", Float ) = 1.2
_WaveControl1 ("Waves", Vector ) = (1,0.01,0.001,0)
_TimeControl1 ("Time", Vector ) = (1,10,0.02,100)
_OceanCenter ("Ocean Center", Vector ) = (0,0,0,0)
_RandYScale ("Vary Height Ammount", Float ) = 1
_RippleScale ("Vary Height", Float ) = 0
_InteractPos ("Interact Position", Vector ) = (0,0,0,1)
_FadeThreshold ("Fade out Threshold", Float ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float ) = 10
_Color ("Grass tint", Vector ) = (0.5,0.8,0.5,0)
_TintPower ("tint power", Float ) = 0
_TintFrequency ("tint frequency", Float ) = 0.1
_SpecularPower ("Specular", Float ) = 1
_SmoothMotionFactor ("Smooth wave motion", Float ) = 105
_WaveXFactor ("Wave Control x axis", Float ) = 1
_WaveYFactor ("Wave Control y axis", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARDBASE"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Off
Pass
Name "FORWARDADD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend One One, One One
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Off
Offset 1, 1
Fallback "Diffuse"
_MainTex ("Texture", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "Diffuse"
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_BumpMap ("Normal Map", 2D ) = "bump" {}
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZWrite Off
Cull Off
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask 0 -1
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend One OneMinusSrcColor, One OneMinusSrcColor
ColorMask RGB -1
ZWrite Off
Cull Off
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 7
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 7
_Glow ("Glow Textture", 2D ) = "white" {}
_GlowColor ("_GlowColor", Vector) = (0.5,0.5,0.5,1)
_GlowScaler ("_GlowScaler", Float ) = 7
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 7
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 7
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Main Color", Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 7
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_MainTex ("Base (RGB)", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_Color ("Color", Vector) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
_Color ("Color", Vector) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
_Color ("Color", Vector) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_MatCap ("MatCap (RGB)", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 4
SubShader
Tags { "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
Blend DstColor SrcColor, DstColor SrcColor
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Transparent" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Transparent" }
Blend DstColor SrcColor, DstColor SrcColor
Pass
Name "PREPASS"
Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Transparent" }
Blend DstColor SrcColor, DstColor SrcColor
ZWrite Off
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Transparent" }
Blend DstColor SrcColor, DstColor SrcColor
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "RenderType" = "Transparent" }
Blend DstColor SrcColor, DstColor SrcColor
Cull Off
Fallback "VertexLit"
_MainTex ("Base (RGB)", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
_MainTex ("_MainTex", 2D ) = "white" {}
_Color ("_Color", Vector) = (1,1,1,1)
_FullDistance ("_FullDistance", Float ) = 20
_StartDistance ("_StartDistance", Float ) = 2
_MaxDarkness ("_MaxDarkness", Float ) = 0.35
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Color ("Main Color", Vector) = (1,1,1,1)
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
No properties.
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcColor One, SrcColor One
ColorMask RGB -1
ZWrite Off
Cull Off
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcColor One, SrcColor One
ColorMask RGB -1
ZWrite Off
Cull Off
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcColor One, SrcColor One
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Particle Texture", 2D ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcColor One, SrcColor One
ColorMask RGB -1
ZWrite Off
Cull Off
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcColor One, SrcColor One
ColorMask RGB -1
ZWrite Off
Cull Off
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcColor One, SrcColor One
ColorMask RGB -1
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Amount ("Amount", Range(0, 1)) = 1
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Scale ("Scale", Float) = 80
_Ratio ("Width / Height ratio", Float) = 1
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Displace ("Displace", Vector ) = (0.7,0,0,0)
_Amount ("Amount", Range(0, 1)) = 1
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Scale ("Scale", Float) = 80
_Brightness ("Brightness", Float) = 1
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Scale ("Scale", Float) = 80
_Brightness ("Brightness", Float) = 1
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Scale ("Scale", Float) = 80
_Ratio ("Width / Height ratio", Float) = 1
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Scale ("Scale", Float) = 80
_Ratio ("Width / Height ratio", Float) = 1
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Amount ("Amount", Range(0, 1)) = 0.1
_Center ("Center Point", Vector ) = (0.5,0.5,0,0)
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Threshold ("Threshold", Range(0, 1) ) = 0.5
_Range ("Noise Range", Range(0, 0.5)) = 0.2
SubShader
Pass
ZTest Always
ZWrite Off
Cull Off
Pass
ZTest Always
ZWrite Off
Cull Off
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Threshold ("Threshold", Range(0, 1) ) = 0.5
_Range ("Noise Range", Range(0, 0.5)) = 0.2
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Always
ZWrite Off
Cull Off
_Color ("_Color", Vector) = (1,1,1,1)
_Normal ("_Normal", 2D ) = "black" {}
_Emission ("_Emission", 2D ) = "black" {}
_Specular ("_Specular", 2D ) = "black" {}
_FullDistance ("_FullDistance", Float ) = 10
_StartDistance ("_StartDistance", Float ) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_Diffuse ("_Diffuse", 2D ) = "black" {}
_Normal ("_Normal", 2D ) = "black" {}
_Emission ("_Emission", 2D ) = "black" {}
_FullDistance ("_FullDistance", Float) = 10
_StartDistance ("_StartDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_Diffuse ("_Diffuse", 2D ) = "black" {}
_Normal ("_Normal", 2D ) = "black" {}
_Emission ("_Emission", 2D ) = "black" {}
_Specular ("_Specular", 2D ) = "black" {}
_FullDistance ("_FullDistance", Float) = 10
_StartDistance ("_StartDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_diffuse ("_diffuse", 2D ) = "black" {}
_nearNormal ("_nearNormal", 2D ) = "black" {}
_farNormal ("_farNormal", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance ("_farDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_diffuse ("_diffuse", 2D ) = "black" {}
_nearEmission ("_nearEmission", 2D ) = "black" {}
_farEmission ("_farEmission", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance ("_farDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_nearDiffuse ("_nearDiffuse", 2D ) = "black" {}
_farDiffuse ("_farDiffuse", 2D ) = "black" {}
_nearNormal ("_nearNormal", 2D ) = "black" {}
_farNormal ("_farNormal", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance ("_farDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_nearColor ("_nearColor", Vector) = (0.9850746,0,0,1)
_farColor ("_farColor", Vector) = (0.00980173,0.6567164,0.6024298,1)
_nearDistance ("_nearDistance", Float ) = 10
_farDistance ("_farDistance", Float ) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "META" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Cull Off
Fallback "Diffuse"
_nearDiffuse ("_nearDiffuse", 2D ) = "black" {}
_farDiffuse ("_farDiffuse", 2D ) = "black" {}
_nearEmission ("_nearEmission", 2D ) = "black" {}
_farEmission ("_farEmission", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance ("_farDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
_nearDiffuse ("_nearDiffuse", 2D ) = "black" {}
_farDiffuse ("_farDiffuse", 2D ) = "black" {}
_nearNormal ("_nearNormal", 2D ) = "black" {}
_farNormal ("_farNormal", 2D ) = "black" {}
_nearSpecular ("_nearSpecular", 2D ) = "black" {}
_farSpecular ("_farSpecular", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance ("_farDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/BumpDiffuse"
_nearDiffuse ("_nearDiffuse", 2D ) = "black" {}
_farDiffuse ("_farDiffuse", 2D ) = "black" {}
_nearNormal ("_nearNormal", 2D ) = "black" {}
_farNormal ("_farNormal", 2D ) = "black" {}
_nearEmission ("_nearEmission", 2D ) = "black" {}
_farEmission ("_farEmission", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance ("_farDistance", Float) = 20
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/EmissionDiffuse"
_nearEmission ("_nearEmission", 2D ) = "black" {}
_midEmission ("_midEmission", 2D ) = "black" {}
_farEmission ("_farEmission", 2D ) = "black" {}
_normalMap ("_normalMap", 2D ) = "black" {}
_diffuse ("_diffuse", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance ("_midEndDistance", Float) = 30
_farDistance ("_farDistance", Float) = 40
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/2EmissionDiffuse"
_nearColor ("_nearColor", Vector) = (0.972028,1,0,1)
_midColor ("_midColor", Vector) = (1,0,0,1)
_farColor ("_farColor", Vector) = (0,0.1188812,1,1)
_nearDistance ("_nearDistance", Float ) = 10
_midStartDistance ("_midStartDistance", Float ) = 20
_midEndDistance ("_midEndDistance", Float ) = 30
_farDistance ("_farDistance", Float ) = 40
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "META" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Cull Off
Fallback "proximity/2way/Color"
_diffuse ("_diffuse", 2D ) = "black" {}
_nearEmission ("_nearEmission", 2D ) = "black" {}
_midEmission ("_midEmission", 2D ) = "black" {}
_farEmission ("_farEmission", 2D ) = "black" {}
_specular ("_specular", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance ("_midEndDistance", Float) = 30
_farDistance ("_farDistance", Float) = 40
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/2EmissionDiffuse"
_nearTexture ("_nearTexture", 2D ) = "black" {}
_midTexture ("_midTexture", 2D ) = "black" {}
_farTexture ("_farTexture", 2D ) = "black" {}
_normalMap ("_normalMap", 2D ) = "black" {}
_specularMap ("_specularMap", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance ("_midEndDistance", Float) = 30
_farDistance ("_farDistance", Float) = 40
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/Diffuse"
_nearEmission ("_nearEmission", 2D ) = "black" {}
_midEmission ("_midEmission", 2D ) = "black" {}
_farEmission ("_farEmission", 2D ) = "black" {}
_normalMap ("_normalMap", 2D ) = "black" {}
_specularMap ("_specularMap", 2D ) = "black" {}
_diffuse ("_diffuse", 2D ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance ("_midEndDistance", Float) = 30
_farDistance ("_farDistance", Float) = 40
SubShader
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Pass
Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/2EmissionDiffuse"
_Color ("_Color", Vector) = (1,1,1,1)
_FullDistance ("_FullDistance", Float ) = 10
_StartDistance ("_StartDistance", Float ) = 20
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_nearColor ("_nearColor", Vector) = (0.9850746,0,0,1)
_farColor ("_farColor", Vector) = (0.00980173,0.6567164,0.6024298,1)
_nearDistance ("_nearDistance", Float ) = 10
_farDistance ("_farDistance", Float ) = 20
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_Color ("_Color", Vector) = (1,1,1,1)
_FullDistance ("_FullDistance", Float ) = 10
_StartDistance ("_StartDistance", Float ) = 20
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
Blend Zero SrcColor, Zero SrcColor
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
Blend Zero SrcColor, Zero SrcColor
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Scale ("Scale", Float ) = 8
_Brightness ("Brightness", Float ) = 1
SubShader
Pass
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha One, SrcAlpha One
_Threshold ("Render Threshold", Float ) = 0.3
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Threshold ("Render Threshold", Float ) = 0.3
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
_Threshold ("Render Threshold", Float ) = 0.3
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Threshold ("Render Threshold", Float ) = 0.3
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Threshold ("Render Threshold", Float ) = 0.3
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Threshold ("Render Threshold", Float ) = 0.3
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
maxRimDist ("maxRimDist", Float ) = 4
maxRimBrightness ("maxRimBrightness", Float ) = 1.5
SubShader
Pass
_Color ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D ) = "white" {}
maxRimDist ("maxRimDist", Float ) = 4
maxRimBrightness ("maxRimBrightness", Float ) = 1.5
SubShader
Pass
Pass
Name "CASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" }
ZTest Less
Cull Off
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = 2.06
iFractRotIntense ("FractRotIntense", Float ) = 8.4
tubePosCalm ("tubePosCalm", Vector) = (-0.35,-0.01,0,0)
tubePosIntense ("tubePosIntense", Vector) = (0.34,-0.22,0,0)
finnesse ("finnesse", Float ) = 0.12
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (0,-5.54,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.004
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (1,1,1,0)
qThresh ("qThresh", Float ) = -1.83
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
iFract1 ("Fract1", Vector) = (20,2.2,2,2.59)
iFract2 ("Fract2", Vector) = (0.02,-2,-2.02,-0.5)
LIGHTDIR ("LIGHTDIR", Vector) = (0,-1,0,0)
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = 2.06
iFractRotIntense ("FractRotIntense", Float ) = 8.4
tubePosCalm ("tubePosCalm", Vector) = (-0.63,-0.06,0,0)
tubePosIntense ("tubePosIntense", Vector) = (0.34,-0.22,0,0)
finnesse ("finnesse", Float ) = 0.12
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (0,-5.54,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.004
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (1,1,1,0)
qThresh ("qThresh", Float ) = -1.83
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
iFract1 ("Fract1", Vector) = (20,2.2,2,2.59)
iFract2 ("Fract2", Vector) = (0.02,-2.38,-2.02,-0.5)
LIGHTDIR ("LIGHTDIR", Vector) = (0,-1,0,0)
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Color ("Main Color", Vector ) = (1,1,1,1)
_Size ("Size", Range(0, 20)) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
GrabPass
Pass
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
_Tint ("Tint Color", Vector ) = (0.5,0.5,0.5,0.5)
[Gamma] _Exposure ("Exposure", Range(0, 8) ) = 1
_Rotation ("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _FrontTex ("Front [+Z] (HDR)", 2D ) = "grey" {}
[NoScaleOffset] _BackTex ("Back [-Z] (HDR)", 2D ) = "grey" {}
[NoScaleOffset] _LeftTex ("Left [+X] (HDR)", 2D ) = "grey" {}
[NoScaleOffset] _RightTex ("Right [-X] (HDR)", 2D ) = "grey" {}
[NoScaleOffset] _UpTex ("Up [+Y] (HDR)", 2D ) = "grey" {}
[NoScaleOffset] _DownTex ("Down [-Y] (HDR)", 2D ) = "grey" {}
SubShader
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
Pass
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
ZWrite Off
Cull Off
Pass
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
ZWrite Off
Cull Off
Pass
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
ZWrite Off
Cull Off
Pass
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
ZWrite Off
Cull Off
Pass
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
ZWrite Off
Cull Off
Pass
Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
ZWrite Off
Cull Off
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = 5.71
iFractRotIntense ("FractRotIntense", Float ) = 5.81
tubePosCalm ("tubePosCalm", Vector) = (0.51,-0.21,0,0)
tubePosIntense ("tubePosIntense", Vector) = (0.34,-0.22,0,0)
finnesse ("finnesse", Float ) = 0.56
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (0,-5.54,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.014
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (2.47,2.14,3,0)
qThresh ("qThresh", Float ) = -1.83
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff ("detailFalloff", Float ) = 0.4
distantDetail ("distantDetail", Float ) = 0.04
xthresh ("xthresh", Float ) = 0.5
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = 5.71
iFractRotIntense ("FractRotIntense", Float ) = 5.81
tubePosCalm ("tubePosCalm", Vector) = (0.51,-0.21,0,0)
tubePosIntense ("tubePosIntense", Vector) = (0.34,-0.22,0,0)
finnesse ("finnesse", Float ) = 0.56
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (0,-5.54,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.014
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (2.47,2.14,3,0)
qThresh ("qThresh", Float ) = -1.83
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff ("detailFalloff", Float ) = 0.4
distantDetail ("distantDetail", Float ) = 0.04
xthresh ("xthresh", Float ) = 0.5
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = -1.83
iFractRotIntense ("FractRotIntense", Float ) = 5.81
tubePosCalm ("tubePosCalm", Vector) = (0.51,-0.4,0,0)
tubePosIntense ("tubePosIntense", Vector) = (0.51,-0.18,0,0)
finnesse ("finnesse", Float ) = 0.08
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (0,-5.53,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.014
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (2.13,2.17,3,0)
qThresh ("qThresh", Float ) = -1.83
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
iFract1 ("Fract1", Vector) = (2,2,2,2.5)
iFract2 ("Fract2", Vector) = (0.08,1.2,0.5,-0.5)
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff ("detailFalloff", Float ) = 0.23
distantDetail ("distantDetail", Float ) = 0.03
zFixMult ("zFixMult", Float ) = 1
zFixSub ("zFixSub", Float ) = 0
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = -1.83
iFractRotIntense ("FractRotIntense", Float ) = 5.81
tubePosCalm ("tubePosCalm", Vector) = (0.51,-0.4,0,0)
tubePosIntense ("tubePosIntense", Vector) = (0.51,-0.18,0,0)
finnesse ("finnesse", Float ) = 0.08
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (0,-5.53,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.014
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (2.13,2.17,3,0)
qThresh ("qThresh", Float ) = -1.83
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
iFract1 ("Fract1", Vector) = (2,2,2,2.5)
iFract2 ("Fract2", Vector) = (0.08,1.2,0.5,-0.5)
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff ("detailFalloff", Float ) = 0.23
distantDetail ("distantDetail", Float ) = 0.03
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = 10.72
iFractRotIntense ("FractRotIntense", Float ) = 5.81
tubePosCalm ("tubePosCalm", Vector) = (-0.16,-0.09,0,1)
tubePosIntense ("tubePosIntense", Vector) = (0.42,-0.09,0,0)
finnesse ("finnesse", Float ) = 0.03
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (-31.97,1.38,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.004
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (8,8,3,0)
qThresh ("qThresh", Float ) = 5
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
iFixedColor ("FixedColor", Vector) = (0.121,0.45,0.78,1)
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrackTex ("Track Shape", 2D ) = "" {}
iFractRotCalm ("FractRotCalm", Float ) = 10.72
iFractRotIntense ("FractRotIntense", Float ) = 5.81
tubePosCalm ("tubePosCalm", Vector) = (0.7,-0.09,0,1)
tubePosIntense ("tubePosIntense", Vector) = (-0.08,-0.09,0,0)
finnesse ("finnesse", Float ) = 0.03
brightness ("brightness", Float ) = 0.9
gamma ("gamma", Float ) = 1.15
saturation ("saturation", Float ) = 0.95
iTrackNodes ("Track Shape", 2D ) = "" {}
iTrackColors ("Track Colors", 2D ) = "" {}
iNumTrackNodes ("Num Track Nodes", Float ) = 2048
trackOffset ("trackOffset", Vector) = (-31.97,1.38,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold ("closeThreshold", Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL ("DETAIL", Float ) = 0.004
iFloat ("iFloat", Float ) = 1
scale ("scale", Vector) = (4,4,3,0)
qThresh ("qThresh", Float ) = 5
yFactor ("yFactor", Float ) = 0.71
ySplit ("ySplit", Float ) = 0
qFactor ("qFactor", Float ) = 17.15
maxY ("maxY", Float ) = 5
roadAlpha ("roadAlpha", Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D ) = "" {}
SubShader
Tags { "QUEUE" = "Geometry+1" }
Pass
Tags { "QUEUE" = "Geometry+1" }
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrigMod ("iTrigMod", Float ) = 9999
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrigMod ("iTrigMod", Float ) = 2.67
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
iScale ("iScale", Float ) = 3.9
iSpeedScale ("iSpeedScale", Float ) = 0.04
iNumLayers ("iNumLayers", Float ) = 5
iTimeMod ("iTimeMod", Float ) = 100
iSpectrumBrightness ("iSpectrumBrightness", Float ) = 0.2
iBackgroundBrightness ("iBackgroundBrightness", Float ) = 0.5
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrigMod ("iTrigMod", Float ) = 9999
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iTrigMod ("iTrigMod", Float ) = 9999
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
iHorizonUp ("Horizon Up", Vector) = (0,1,0,0)
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend One OneMinusSrcColor, One OneMinusSrcColor
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor ("SkyColor", Vector) = (0.121,0.45,0.78,1)
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
iPrimaryColor ("PrimaryColor", Vector) = (1,1,1,1)
iFloorHeight ("FloorHeight", Float ) = -11
iIntensity ("Intensity", Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iChannel0 ("iChannel0", 2D ) = "white" {}
iChannel1 ("iChannel1", 2D ) = "white" {}
iTrigMod ("iTrigMod", Float ) = 9999
SubShader
Pass
Fallback "Diffuse"
_Color ("Color", Vector ) = (1,1,1,1)
_MainTex ("Albedo", 2D ) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1) ) = 0.5
_Glossiness ("Smoothness", Range(0, 1) ) = 0.5
_GlossMapScale ("Smoothness Scale", Range(0, 1) ) = 1
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float ) = 0
[Gamma] _Metallic ("Metallic", Range(0, 1) ) = 0
_MetallicGlossMap ("Metallic", 2D ) = "white" {}
[ToggleOff] _SpecularHighlights ("Specular Highlights", Float ) = 1
[ToggleOff] _GlossyReflections ("Glossy Reflections", Float ) = 1
_BumpScale ("Scale", Float ) = 1
_BumpMap ("Normal Map", 2D ) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D ) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1) ) = 1
_OcclusionMap ("Occlusion", 2D ) = "white" {}
_EmissionColor ("Color", Vector ) = (0,0,0,1)
_EmissionMap ("Emission", 2D ) = "white" {}
_DetailMask ("Detail Mask", 2D ) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D ) = "grey" {}
_DetailNormalMapScale ("Scale", Float ) = 1
_DetailNormalMap ("Normal Map", 2D ) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float ) = 0
[HideInInspector] _Mode ("__mode", Float ) = 0
[HideInInspector] _SrcBlend ("__src", Float ) = 1
[HideInInspector] _DstBlend ("__dst", Float ) = 0
[HideInInspector] _ZWrite ("__zw", Float ) = 1
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Cull Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Cull Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
_Color ("Color", Vector ) = (1,1,1,1)
_MainTex ("Albedo", 2D ) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1) ) = 0.5
_Glossiness ("Smoothness", Range(0, 1) ) = 0.5
[Gamma] _Metallic ("Metallic", Range(0, 1) ) = 0
_MetallicGlossMap ("Metallic", 2D ) = "white" {}
_BumpScale ("Scale", Float ) = 1
_BumpMap ("Normal Map", 2D ) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D ) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1) ) = 1
_OcclusionMap ("Occlusion", 2D ) = "white" {}
_EmissionColor ("Color", Vector ) = (0,0,0,1)
_EmissionMap ("Emission", 2D ) = "white" {}
_DetailMask ("Detail Mask", 2D ) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D ) = "grey" {}
_DetailNormalMapScale ("Scale", Float ) = 1
_DetailNormalMap ("Normal Map", 2D ) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float ) = 0
[HideInInspector] _Mode ("__mode", Float ) = 0
[HideInInspector] _SrcBlend ("__src", Float ) = 1
[HideInInspector] _DstBlend ("__dst", Float ) = 0
[HideInInspector] _ZWrite ("__zw", Float ) = 1
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Cull Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Cull Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Cull Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
[LM_Albedo] [LM_Transparency] _Color ("Color", Vector ) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo] _MainTex ("Albedo", 2D ) = "white" {}
[LM_TransparencyCutOff] _Cutoff ("Alpha Cutoff", Range(0, 1) ) = 0.5
[LM_Glossiness] _Glossiness ("Smoothness", Range(0, 1) ) = 0.5
[LM_Metallic] _Metallic ("Metallic", Range(0, 1) ) = 0
[LM_Metallic] [LM_Glossiness] _MetallicGlossMap ("Metallic", 2D ) = "white" {}
_BumpScale ("Scale", Float ) = 1
[LM_NormalMap] _BumpMap ("Normal Map", 2D ) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D ) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1) ) = 1
_OcclusionMap ("Occlusion", 2D ) = "white" {}
[LM_Emission] _EmissionColor ("Color", Vector ) = (0,0,0,1)
[LM_Emission] _EmissionMap ("Emission", 2D ) = "white" {}
_DetailMask ("Detail Mask", 2D ) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D ) = "grey" {}
_DetailNormalMapScale ("Scale", Float ) = 1
_DetailNormalMap ("Normal Map", 2D ) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float ) = 0
[KeywordEnum(None, Realtime, Baked)] _Lightmapping ("GI", Float ) = 1
[HideInInspector] _EmissionScaleUI ("Scale", Float ) = 0
[HideInInspector] _EmissionColorUI ("Color", Vector ) = (1,1,1,1)
[HideInInspector] _Mode ("__mode", Float ) = 0
[HideInInspector] _SrcBlend ("__src", Float ) = 1
[HideInInspector] _DstBlend ("__dst", Float ) = 0
[HideInInspector] _ZWrite ("__zw", Float ) = 1
_Outline ("Outline Extrusion", Range(-1, 1) ) = 0.05
_OutColor ("Outline Color", Vector ) = (1,1,1,1)
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Cull Front
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Blend One One, One One
ZWrite Off
Cull Front
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
_Color ("Color", Vector ) = (1,1,1,1)
_MainTex ("Albedo", 2D ) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1) ) = 0.5
_Glossiness ("Smoothness", Range(0, 1) ) = 0.5
[Gamma] _Metallic ("Metallic", Range(0, 1) ) = 0
_MetallicGlossMap ("Metallic", 2D ) = "white" {}
_BumpScale ("Scale", Float ) = 1
_BumpMap ("Normal Map", 2D ) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D ) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1) ) = 1
_OcclusionMap ("Occlusion", 2D ) = "white" {}
_EmissionColor ("Color", Vector ) = (0,0,0,1)
_EmissionMap ("Emission", 2D ) = "white" {}
_DetailMask ("Detail Mask", 2D ) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D ) = "grey" {}
_DetailNormalMapScale ("Scale", Float ) = 1
_DetailNormalMap ("Normal Map", 2D ) = "bump" {}
[Enum(UV0, 0, UV1, 1)] _UVSec ("UV Set for secondary textures", Float ) = 0
[HideInInspector] _Mode ("__mode", Float ) = 0
[HideInInspector] _SrcBlend ("__src", Float ) = 1
[HideInInspector] _DstBlend ("__dst", Float ) = 0
[HideInInspector] _ZWrite ("__zw", Float ) = 1
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
_Color ("Color", Vector ) = (1,1,1,1)
_MainTex ("Albedo", 2D ) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1) ) = 0.5
_Glossiness ("Smoothness", Range(0, 1) ) = 0.5
[Gamma] _Metallic ("Metallic", Range(0, 1) ) = 0
_MetallicGlossMap ("Metallic", 2D ) = "white" {}
_BumpScale ("Scale", Float ) = 1
_BumpMap ("Normal Map", 2D ) = "bump" {}
_Parallax ("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D ) = "black" {}
_OcclusionStrength ("Strength", Range(0, 1) ) = 1
_OcclusionMap ("Occlusion", 2D ) = "white" {}
_EmissionColor ("Color", Vector ) = (0,0,0,1)
_EmissionMap ("Emission", 2D ) = "white" {}
_DetailMask ("Detail Mask", 2D ) = "white" {}
_DetailAlbedoMap ("Detail Albedo x2", 2D ) = "grey" {}
_DetailNormalMapScale ("Scale", Float ) = 1
_DetailNormalMap ("Normal Map", 2D ) = "bump" {}
[Enum(UV0, 0, UV1, 1)] _UVSec ("UV Set for secondary textures", Float ) = 0
[HideInInspector] _Mode ("__mode", Float ) = 0
[HideInInspector] _SrcBlend ("__src", Float ) = 1
[HideInInspector] _DstBlend ("__dst", Float ) = 0
[HideInInspector] _ZWrite ("__zw", Float ) = 1
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Blend OneMinusDstColor One, OneMinusDstColor One
Pass
Name "DEFERRED"
Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
SubShader
Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Pass
Name "FORWARD"
Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero Zero, Zero Zero
ZWrite Off
Pass
Name "FORWARD_DELTA"
Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Blend Zero One, Zero One
ZWrite Off
Pass
Name "SHADOWCASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
Pass
Name "META"
Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
Cull Off
Fallback "VertexLit"
_MainTex ("Texture", 2D ) = "white" {}
cameraUp ("cameraUp", Vector) = (0,1,0,0)
cameraLeft ("cameraLeft", Vector) = (1,0,0,0)
cameraCenter ("cameraCenter", Vector) = (0,0,0,0)
cellSize ("cellSize", Float ) = 1
particleScale ("particleScale", Float ) = 1
particleColor ("particleColor", Float ) = 1
_Color ("Main Color", Vector) = (1,1,1,1)
SubShader
Pass
Blend One One, One One
ZWrite Off
Cull Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,0)
_Emission ("Emmisive Color", Vector ) = (0,0,0,0)
_Shininess ("Shininess", Range(0.1, 1)) = 0.7
_MainTex ("Base (RGB) Trans (A)", 2D ) = "white" {}
_Cutoff ("Alpha cutoff", Range(0, 1) ) = 0.5
SubShader
Pass
Tags { "QUEUE" = "Transparent" }
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZWrite Off
Pass
Name "CASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" }
ZTest Less
Cull Off
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Specular Color", Vector ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess", Range(0.01, 1)) = 0.078125
_MainTex ("Base (RGB) TransGloss (A)", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_ShadowIntensity ("Shadow Intensity", Range(0, 1) ) = 0.6
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Pass
Name "SHADOWPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Fallback "Transparent/Cutout/VertexLit"
[PerRendererData] _MainTex ("Font Texture", 2D ) = "white" {}
_Color ("Tint", Vector) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float ) = 8
_Stencil ("Stencil ID", Float ) = 0
_StencilOp ("Stencil Operation", Float ) = 0
_StencilWriteMask ("Stencil Write Mask", Float ) = 255
_StencilReadMask ("Stencil Read Mask", Float ) = 255
_ColorMask ("Color Mask", Float ) = 15
SubShader
Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask 0 -1
ZWrite Off
Offset -1, -1
Pass Keep
_Color ("Color Tint", Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D ) = "white" {}
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_MainTex ("Texture", 2D ) = "white" {}
_Color ("Main Color", Vector) = (1,1,1,1)
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Cull Off
_MainTex ("Base (RGB)", 2D) = "white" {}
_AlphaTex ("Alpha mask (R)", 2D) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
_MainTex ("Texture", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
_MainTex ("Texture", 2D) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Pass
Name "CASTER"
Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" }
ZTest Less
Cull Off
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
_MainTex ("_MainTex", 2D ) = "white" {}
_Color ("_Color", Vector) = (1,1,1,1)
_FullDistance ("_FullDistance", Float ) = 20
_StartDistance ("_StartDistance", Float ) = 2
_MaxDarkness ("_MaxDarkness", Float ) = 0.35
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_EmissionTex ("Emission Texture", 2D ) = "black" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Pass
Fallback "Vertex color unlit"
_MainTex ("_MainTex", 2D ) = "white" {}
_Color ("_Color", Vector) = (1,1,1,1)
_EmissionTex ("Emission Texture", 2D ) = "black" {}
_FullDistance ("_FullDistance", Float ) = 20
_StartDistance ("_StartDistance", Float ) = 2
_MaxDarkness ("_MaxDarkness", Float ) = 0
SubShader
Pass
Tags { "LIGHTMODE" = "ALWAYS" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
_Color ("Main Color", Vector) = (1,1,1,1)
_SpecColor ("Specular Color", Vector) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Float ) = 0.3
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Glow ("Glow", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler", Float ) = 1
_MainScaler ("Main Color Scaler", Float ) = 2
SubShader
Pass
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,1)
_SpecColor ("Specular Color", Vector) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Float ) = 0.3
_MainTex ("Base (RGB) Gloss (A)", 2D ) = "white" {}
_Glow ("Glow", 2D ) = "white" {}
_BumpMap ("Normalmap", 2D ) = "bump" {}
_GlowColor ("Glow Color", Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler", Float ) = 1
_MainScaler ("Main Color Scaler", Float ) = 2
SubShader
Pass
Fallback "Vertex color unlit"
No properties.
SubShader
Pass
Name "VALVESHADOWVIS"
ZTest Always
Cull Off
_MainTex ("Texture", 2D) = "white" {}
SubShader
Pass
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "SHADOWSUPPORT" = "true" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" }
Blend One One, One One
ZWrite Off
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Transparent" }
Pass
Name "PREPASS"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Transparent" }
ZWrite Off
Pass
Name "DEFERRED"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "Transparent" }
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" }
Cull Off
Fallback "Diffuse"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Base (RGB)", 2D ) = "white" {}
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask RGB -1
ZWrite Off
Pass
Name "FORWARD"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ColorMask RGB -1
ZWrite Off
Pass
Name "META"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" }
ColorMask RGB -1
ZWrite Off
Cull Off
Fallback "Diffuse"
_Color ("Main Color", Vector ) = (1,1,1,1)
_SpecColor ("Spec Color", Vector ) = (1,1,1,1)
_Shininess ("Shininess", Range(0.1, 1)) = 0.7
_MainTex ("Base (RGB)", 2D ) = "white" {}
_Illum ("Illumin (A)", 2D ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Name "BASE"
Tags { "LIGHTMODE" = "Vertex" "RenderType" = "Opaque" }
Fallback "VertexLit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
ZTest Always
ZWrite Off
Cull Front
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ZWrite Off
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha One, SrcAlpha One
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend SrcAlpha One, SrcAlpha One
ZWrite Off
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha One, SrcAlpha One
ZWrite Off
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Tags { "QUEUE" = "Transparent" }
Pass
Tags { "QUEUE" = "Transparent" }
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZTest Always
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZTest Always
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZWrite Off
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Scale ("Scale", Float ) = 8
_Brightness ("Brightness", Float ) = 1
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend One OneMinusSrcColor, One OneMinusSrcColor
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
hueTarget ("hueTarget", Float ) = 0.5
satTarget ("satTarget", Float ) = 0.5
valueTarget ("valueTarget", Float ) = 0.5
hueAllowedDelta ("hueAllowedDelta", Float ) = 0.1
satAllowedDelta ("satAllowedDelta", Float ) = 0.1
valueAllowedDelta ("valueAllowedDelta", Float ) = 0.1
maxR ("maxR", Float ) = 0.1
minR ("minR", Float ) = 0.1
maxG ("maxG", Float ) = 0.1
minG ("minG", Float ) = 0.1
maxB ("maxB", Float ) = 0.1
minB ("minB", Float ) = 0.1
freePassIfDarkerThan ("freePassIfDarkerThan", Float ) = 0.3
freePassIfBrighterThan ("freePassIfBrighterThan", Float ) = 2.3
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_ThresholdNear ("ThresholdNear", Float ) = 2000
_ThresholdFar ("ThresholdFar", Float ) = 2100
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTintedAlpha"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_TopColor ("Top Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Cull Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Always
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_AlphaOverride ("Alpha Override", Float ) = 1
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector ) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D ) = "white" {}
_Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 0.5
_FullDistance ("_FullDistance", Float ) = 20
_StartDistance ("_StartDistance", Float ) = 2
_MaxDarkness ("_MaxDarkness", Float ) = 0.35
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
Cull Off
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "RequireOption" = "SoftVegetation" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
Pass
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_IntensityTex ("Texture", 2D ) = "white" {}
baseIntensity ("baseIntensity", Float ) = 0.5
intensityScaler ("intensityScaler", Float ) = 2
SubShader
Pass
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_IntensityTex ("Texture", 2D ) = "white" {}
_MainTexTwo ("Texture", 2D ) = "white" {}
_IntensityTexTwo ("Texture", 2D ) = "white" {}
baseIntensity ("baseIntensity", Float ) = 0.5
intensityScaler ("intensityScaler", Float ) = 2
SubShader
Pass
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend Zero SrcColor, Zero SrcColor
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend Zero SrcColor, Zero SrcColor
ZWrite Off
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Scale ("Scale", Float ) = 8
_Brightness ("Brightness", Float ) = 1
SubShader
Pass
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Fallback "VertexColorUnlitTinted"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
_Brightness ("Brightness", Float ) = 1
_OverlayTex ("Overlay Texture", 2D ) = "white" {}
SubShader
Tags { "RenderType" = "Opaque" }
Pass
Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend OneMinusDstColor One, OneMinusDstColor One
Fallback "Vertex color unlit"
_Color ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture", 2D ) = "white" {}
SubShader
Pass
Blend DstAlpha One, DstAlpha One
ZWrite Off
Cull Off
Fallback "Vertex color unlit"
No properties.
SubShader
Tags { "PreviewType" = "Plane" "QUEUE" = "Overlay" }
Pass
Tags { "PreviewType" = "Plane" "QUEUE" = "Overlay" }
ZTest Always
ZWrite Off
Cull Off
_OutlineColor ("Outline Color", Vector) = (1,0,0,1)
_Thickness ("Thickness", Float ) = 1
SubShader
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ColorMask 0 -1
Pass Replace
Pass
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass Keep
Fallback "Diffuse"