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ee5c2f922d
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137
Assets/Shaders/Distortion.shader
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137
Assets/Shaders/Distortion.shader
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Shader "Distortion"
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{
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Properties
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{
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_Refraction ("Refraction", Range (0.00, 100.0)) = 1.0
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_Power ("Power", Range (1.00, 10.0)) = 1.0
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_AlphaPower ("Vertex Alpha Power", Range (1.00, 10.0)) = 1.0
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_BumpMap( "Normal Map", 2D ) = "bump" {}
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_Cull ( "Face Culling", Int ) = 2
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}
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SubShader
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{
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Tags { "Queue" = "Transparent+1" }
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GrabPass
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{
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"_GrabTexture"
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}
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Pass
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{
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Cull [_Cull]
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityStandardInput.cginc"
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// From Valve's Lab Renderer, Copyright (c) Valve Corporation, All rights reserved.
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float3 Vec3TsToWs( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
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{
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float3 vVectorWs;
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vVectorWs.xyz = vVectorTs.x * vTangentUWs.xyz;
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vVectorWs.xyz += vVectorTs.y * vTangentVWs.xyz;
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vVectorWs.xyz += vVectorTs.z * vNormalWs.xyz;
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return vVectorWs.xyz; // Return without normalizing
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}
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// From Valve's Lab Renderer, Copyright (c) Valve Corporation, All rights reserved.
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float3 Vec3TsToWsNormalized( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
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{
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return normalize( Vec3TsToWs( vVectorTs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz ) );
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}
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struct VS_INPUT
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{
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float4 vPosition : POSITION;
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float3 vNormal : NORMAL;
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float2 vTexcoord0 : TEXCOORD0;
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float4 vTangentUOs_flTangentVSign : TANGENT;
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float4 vColor : COLOR;
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};
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struct PS_INPUT
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{
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float4 vGrabPos : TEXCOORD0;
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float4 vPos : SV_POSITION;
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float4 vColor : COLOR;
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float2 vTexCoord0 : TEXCOORD1;
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float3 vNormalWs : TEXCOORD2;
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float3 vTangentUWs : TEXCOORD3;
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float3 vTangentVWs : TEXCOORD4;
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};
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PS_INPUT vert(VS_INPUT i)
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{
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PS_INPUT o;
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// Clip space position
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o.vPos = UnityObjectToClipPos(i.vPosition);
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// Grab position
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o.vGrabPos = ComputeGrabScreenPos(o.vPos);
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// World space normal
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o.vNormalWs = UnityObjectToWorldNormal(i.vNormal);
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// Tangent
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o.vTangentUWs.xyz = UnityObjectToWorldDir( i.vTangentUOs_flTangentVSign.xyz ); // World space tangentU
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o.vTangentVWs.xyz = cross( o.vNormalWs.xyz, o.vTangentUWs.xyz ) * i.vTangentUOs_flTangentVSign.w;
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// Texture coordinates
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o.vTexCoord0.xy = i.vTexcoord0.xy;
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// Color
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o.vColor = i.vColor;
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return o;
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}
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sampler2D _GrabTexture;
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float _Refraction;
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float _Power;
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float _AlphaPower;
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float4 frag(PS_INPUT i) : SV_Target
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{
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// Tangent space normals
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float3 vNormalTs = UnpackScaleNormal( tex2D( _BumpMap, i.vTexCoord0.xy ), 1 );
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// Tangent space -> World space
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float3 vNormalWs = Vec3TsToWsNormalized( vNormalTs.xyz, i.vNormalWs.xyz, i.vTangentUWs.xyz, i.vTangentVWs.xyz );
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// World space -> View space
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float3 vNormalVs = normalize(mul((float3x3)UNITY_MATRIX_V, vNormalWs));
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// Calculate offset
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float2 offset = vNormalVs.xy * _Refraction;
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offset *= pow(length(vNormalVs.xy), _Power);
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// Scale to pixel size
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offset /= float2(_ScreenParams.x, _ScreenParams.y);
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// Scale with screen depth
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offset /= i.vPos.z;
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// Scale with vertex alpha
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offset *= pow(i.vColor.a, _AlphaPower);
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// Sample grab texture
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float4 vDistortColor = tex2Dproj(_GrabTexture, i.vGrabPos + float4(offset, 0.0, 0.0));
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// Debug normals
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// return float4(vNormalVs * 0.5 + 0.5, 1);
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return vDistortColor;
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}
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ENDCG
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}
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}
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}
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9
Assets/Shaders/Distortion.shader.meta
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9
Assets/Shaders/Distortion.shader.meta
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fileFormatVersion: 2
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guid: 7fb7a552557bbda44a7386dc86c97e1d
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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78
Assets/Shaders/Motion.cginc
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78
Assets/Shaders/Motion.cginc
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#include "UnityCG.cginc"
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// Object rendering things
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float4x4 _NonJitteredVP;
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float4x4 _PreviousVP;
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float4x4 _PreviousM;
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bool _HasLastPositionData;
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bool _ForceNoMotion;
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float _MotionVectorDepthBias;
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struct MotionVectorData
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{
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float4 transferPos : TEXCOORD0;
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float4 transferPosOld : TEXCOORD1;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct MotionVertexInput
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{
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float4 vertex : POSITION;
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float3 oldPos : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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MotionVectorData VertMotionVectors(MotionVertexInput v)
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{
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MotionVectorData o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityFlipSprite(v.vertex, _Flip);
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o.pos = UnityObjectToClipPos(o.pos);
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#ifdef PIXELSNAP_ON
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o.pos = UnityPixelSnap (o.pos);
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#endif
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// this works around an issue with dynamic batching
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// potentially remove in 5.4 when we use instancing
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#if defined(UNITY_REVERSED_Z)
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o.pos.z -= _MotionVectorDepthBias * o.pos.w;
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#else
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o.pos.z += _MotionVectorDepthBias * o.pos.w;
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#endif
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o.transferPos = UnityFlipSprite(v.vertex, _Flip);
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o.transferPosOld = UnityFlipSprite(v.vertex, _Flip);
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#if defined(USING_STEREO_MATRICES)
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o.transferPos = mul(_StereoNonJitteredVP[unity_StereoEyeIndex], mul(unity_ObjectToWorld, o.transferPosOld));
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o.transferPosOld = mul(_StereoPreviousVP[unity_StereoEyeIndex], mul(_PreviousM, _HasLastPositionData ? float4(v.oldPos, 1) : o.transferPosOld));
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#else
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o.transferPos = mul(_NonJitteredVP, mul(unity_ObjectToWorld, o.transferPos));
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o.transferPosOld = mul(_PreviousVP, mul(_PreviousM, _HasLastPositionData ? float4(v.oldPos, 1) : o.transferPosOld));
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#endif
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#ifdef PIXELSNAP_ON
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o.transferPos = UnityPixelSnap (o.transferPos);
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o.transferPosOld = UnityPixelSnap (o.transferPos);
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#endif
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return o;
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}
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half4 FragMotionVectors(MotionVectorData i) : SV_Target
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{
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float3 hPos = (i.transferPos.xyz / i.transferPos.w);
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float3 hPosOld = (i.transferPosOld.xyz / i.transferPosOld.w);
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// V is the viewport position at this pixel in the range 0 to 1.
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float2 vPos = (hPos.xy + 1.0f) / 2.0f;
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float2 vPosOld = (hPosOld.xy + 1.0f) / 2.0f;
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#if UNITY_UV_STARTS_AT_TOP
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vPos.y = 1.0 - vPos.y;
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vPosOld.y = 1.0 - vPosOld.y;
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#endif
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half2 uvDiff = vPos - vPosOld;
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return lerp(half4(uvDiff, 0, 1), 0, (half)_ForceNoMotion);
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}
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9
Assets/Shaders/Motion.cginc.meta
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9
Assets/Shaders/Motion.cginc.meta
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fileFormatVersion: 2
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guid: 26c7d3652df0c3345bffe73025a8f0f2
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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48
Assets/Shaders/Sprite HDR.shader
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48
Assets/Shaders/Sprite HDR.shader
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@ -0,0 +1,48 @@
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Shader "Sprites/Default (HDR)"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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[HDR]_Color("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
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[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Pass
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{
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Name "Sprite"
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Tags
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{
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"Queue" = "Transparent"
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"LightMode" = "ForwardBase"
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}
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex SpriteVert
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#pragma fragment SpriteFrag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#include "UnitySprites.cginc"
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ENDCG
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}
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}
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}
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9
Assets/Shaders/Sprite HDR.shader.meta
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9
Assets/Shaders/Sprite HDR.shader.meta
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 17fc704a6c14bb043a9f976309cd51d3
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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65
Assets/Shaders/Sprite Motion Blur Blocker.shader
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65
Assets/Shaders/Sprite Motion Blur Blocker.shader
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Sprites/Default (Motion Blured, Light Blocker)"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
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_LightBlockColor ("Light Block Color",Color) = (1,1,1,1)
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_TextureWeight ("Texture Weight",Range(0,1)) = 1
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "LightBlocker"
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"IgnoreProjector" = "True"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Pass
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{
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Name "LightBlock"
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Tags
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{
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"LightMode" = "LightBlocker"
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}
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex SpriteVert
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#pragma fragment SpriteFragCustom
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#include "UnitySprites.cginc"
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half4 _LightBlockColor;
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||||
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fixed4 SpriteFragCustom(v2f IN) : SV_Target
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||||
{
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||||
fixed4 c = SpriteFrag(IN);
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c *= _LightBlockColor;
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||||
return c;
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||||
}
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ENDCG
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||||
}
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UsePass "Sprites/Default (Motion Blured)/Sprite"
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UsePass "Sprites/Default (Motion Blured)/SpriteMotionVectors"
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||||
}
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}
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9
Assets/Shaders/Sprite Motion Blur Blocker.shader.meta
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9
Assets/Shaders/Sprite Motion Blur Blocker.shader.meta
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 1a1a9d4463d8896498dc1a9442b59c92
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
73
Assets/Shaders/Sprite Motion Blur.shader
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73
Assets/Shaders/Sprite Motion Blur.shader
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@ -0,0 +1,73 @@
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|||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
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||||
Shader "Sprites/Default (Motion Blured)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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||||
_Color ("Tint", Color) = (1,1,1,1)
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||||
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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||||
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
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||||
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
|
||||
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
|
||||
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
|
||||
_LightBlockColor("Light Block Color",Color) = (1,1,1,1)
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Cull Off
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||||
|
||||
Pass
|
||||
{
|
||||
Name "Sprite"
|
||||
Tags
|
||||
{
|
||||
"Queue"="Geometry"
|
||||
"LightMode" = "ForwardBase"
|
||||
}
|
||||
Lighting Off
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||||
ZWrite Off
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||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex SpriteVert
|
||||
#pragma fragment SpriteFrag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ PIXELSNAP_ON
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||||
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
|
||||
#include "UnitySprites.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "SpriteMotionVectors"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "MotionVectors"
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||||
"Queue"="Transparent"
|
||||
}
|
||||
ZTest LEqual
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||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex VertMotionVectors
|
||||
#pragma fragment FragMotionVectors
|
||||
#pragma target 3.5
|
||||
#pragma multi_compile_instancing
|
||||
#include "UnitySprites.cginc"
|
||||
#include "Motion.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/Sprite Motion Blur.shader.meta
Normal file
9
Assets/Shaders/Sprite Motion Blur.shader.meta
Normal file
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@ -0,0 +1,9 @@
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|||
fileFormatVersion: 2
|
||||
guid: d34c3265a1a712646889f4cc5cc2301b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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