NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Particle Standard Surface.s...

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Particles/Standard Surface"
{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_MetallicGlossMap("Metallic", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DistortionStrength("Strength", Float) = 1.0
_DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
// Hidden properties
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _FlipbookMode ("__flipbookmode", Float) = 0.0
[HideInInspector] _LightingEnabled ("__lightingenabled", Float) = 1.0
[HideInInspector] _DistortionEnabled ("__distortionenabled", Float) = 0.0
[HideInInspector] _EmissionEnabled ("__emissionenabled", Float) = 0.0
[HideInInspector] _BlendOp ("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _Cull ("__cull", Float) = 2.0
[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams ("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams ("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionStrengthScaled ("__distortionstrengthscaled", Float) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" }
BlendOp [_BlendOp]
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_Cull]
GrabPass
{
Tags { "LightMode" = "GrabPass" }
"_GrabTexture"
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
//vertInstancingSetup writes to global, not allowed with DXC
#pragma never_use_dxc
#pragma target 3.0
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _METALLICGLOSSMAP
#pragma shader_feature_local _REQUIRE_UV2
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#pragma vertex vertParticleShadowCaster
#pragma fragment fragParticleShadowCaster
#include "UnityStandardParticleShadow.cginc"
ENDCG
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
//vertInstancingSetup writes to global, not allowed with DXC
#pragma never_use_dxc
#pragma target 3.0
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _REQUIRE_UV2
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#pragma vertex vertEditorPass
#pragma fragment fragSceneHighlightPass
#include "UnityStandardParticleEditor.cginc"
ENDCG
}
Pass
{
Name "ScenePickingPass"
Tags{ "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
//vertInstancingSetup writes to global, not allowed with DXC
#pragma never_use_dxc
#pragma target 3.0
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _REQUIRE_UV2
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#pragma vertex vertEditorPass
#pragma fragment fragScenePickingPass
#include "UnityStandardParticleEditor.cginc"
ENDCG
}
CGPROGRAM
//vertInstancingSetup writes to global, not allowed with DXC
#pragma never_use_dxc
#pragma surface surf Standard nolightmap nometa noforwardadd keepalpha vertex:vert
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile __ SHADOWS_SHADOWMASK
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#pragma target 3.0
#pragma shader_feature_local_fragment _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _METALLICGLOSSMAP
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_fragment _EMISSION
#pragma shader_feature_local _FADING_ON
#pragma shader_feature_local _REQUIRE_UV2
#pragma shader_feature_local EFFECT_BUMP
#include "UnityStandardParticles.cginc"
ENDCG
}
Fallback "VertexLit"
CustomEditor "StandardParticlesShaderGUI"
}