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HighGroundRoyaleNetcode/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.cf...

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shaderSourceCode: "//--------------------------------------------------------------------------------------------------------------------------------\r\n//
Cartoon FX\r\n// (c) 2012-2020 Jean Moreno\r\n//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\nShader
\"Cartoon FX/Remaster/Particle Ubershader\"\r\n{\r\n\tProperties\r\n\t{\r\n\t//#
Blending\r\n\t//#\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend (\"Blend
Source\", Float) = 5\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend
(\"Blend Destination\", Float) = 10\r\n\t\t[KeywordEnumNoPrefix(Alpha Blending,
_ALPHABLEND_ON, Alpha Blending Premultiplied, _ALPHAPREMULTIPLY_ON, Multiplicative,
_ALPHAMODULATE_ON, Additive, _CFXR_ADDITIVE)] _BlendingType (\"Blending Type\",
Float) = 0\r\n\r\n\t//# \r\n\t\t[ToggleNoKeyword] _ZWrite (\"Depth Write\", Float)
= 0\r\n\t\t[Toggle(_ALPHATEST_ON)] _UseAlphaClip (\"Alpha Clipping (Cutout)\",
Float) = 0\r\n\t//# IF_KEYWORD _ALPHATEST_ON\r\n\t\t_Cutoff (\"Cutoff Threshold\",
Range(0.001,1)) = 0.1\r\n\t//# END_IF\r\n\t\r\n\t//# --------------------------------------------------------\r\n\t\r\n\t\t[Toggle(_FADING_ON)]
_UseSP (\"Soft Particles\", Float) = 0\r\n\t//# IF_KEYWORD _FADING_ON\r\n\t\t_SoftParticlesFadeDistanceNear
(\"Near Fade\", Float) = 0\r\n\t\t_SoftParticlesFadeDistanceFar (\"Far Fade\",
Float) = 1\r\n\t//# END_IF\r\n\r\n\t//# \r\n\r\n\t\t[Toggle(_CFXR_EDGE_FADING)]
_UseEF (\"Edge Fade\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_EDGE_FADING\r\n\t\t_EdgeFadePow
(\"Edge Fade Power\", Float) = 1\r\n\t//# END_IF\r\n\r\n\t//# \r\n\r\n\t//# ========================================================\r\n\r\n\t//#
Effects\r\n\t//#\r\n\r\n\t\t[Toggle(_CFXR_DISSOLVE)] _UseDissolve (\"Enable Dissolve\",
Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DISSOLVE\r\n\t\t_DissolveTex (\"Dissolve
Texture\", 2D) = \"gray\" {}\r\n\t\t_DissolveSmooth (\"Dissolve Smoothing\",
Range(0.0001,0.5)) = 0.1\r\n\t\t[ToggleNoKeyword] _InvertDissolveTex (\"Invert
Dissolve Texture\", Float) = 0\r\n\t\t[ToggleNoKeyword] _DoubleDissolve (\"Double
Dissolve\", Float) = 0\r\n\t\t[Toggle(_CFXR_DISSOLVE_ALONG_UV_X)] _UseDissolveOffsetUV
(\"Dissolve offset along X\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t_DissolveScroll
(\"UV Scrolling\", Vector) = (0,0,0,0)\r\n\t//# END_IF\r\n\t//# END_IF\r\n\r\n\t//#
--------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_UV_DISTORTION)]
_UseUVDistortion (\"Enable UV Distortion\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_UV_DISTORTION\r\n\t\t\r\n\t\t[NoScaleOffset]
_DistortTex (\"Distortion Texture\", 2D) = \"gray\" {}\r\n\t\t_DistortScrolling
(\"Scroll (XY) Tile (ZW)\", Vector) = (0,0,1,1)\r\n\t\t[Toggle(_CFXR_UV2_DISTORTION)]
_UseUV2Distortion (\"Use UV2\", Float) = 0\r\n\t\t_Distort (\"Distortion Strength\",
Range(0,2.0)) = 0.1\r\n\t\t[ToggleNoKeyword] _FadeAlongU (\"Fade along Y\", Float)
= 0\r\n\t\t[Toggle(_CFXR_UV_DISTORTION_ADD)] _UVDistortionAdd (\"Add to base
UV\", Float) = 0\r\n\t//# END_IF\r\n\r\n\t//# ========================================================\r\n\r\n\t//#
Colors\r\n\t//#\r\n\r\n\t\t[NoScaleOffset] _MainTex (\"Texture\", 2D) = \"white\"
{}\r\n\t\t[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel (\"Single Channel Texture\",
Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[KeywordEnum(Off,1x,2x)]
_CFXR_OVERLAYTEX (\"Enable Overlay Texture\", Float) = 0\r\n\t//# IF_KEYWORD
_CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X\r\n\t\t[KeywordEnum(RGBA,RGB,A)] _CFXR_OVERLAYBLEND
(\"Overlay Blend Channels\", Float) = 0\r\n\t\t[NoScaleOffset] _OverlayTex (\"Overlay
Texture\", 2D) = \"white\" {}\r\n\t\t_OverlayTex_Scroll (\"Overlay Scrolling
/ Scale\", Vector) = (0.1,0.1,1,1)\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_FLIPBOOK_BLENDING)]
_UseFB (\"Flipbook Blending\", Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_SECONDCOLOR_LERP)]
_UseSecondColor (\"Secondary Vertex Color (TEXCOORD2)\", Float) = 0\r\n\t//#
IF_KEYWORD _CFXR_SECONDCOLOR_LERP\r\n\t\t[NoScaleOffset] _SecondColorTex (\"Second
Color Map\", 2D) = \"black\" {}\r\n\t\t_SecondColorSmooth (\"Second Color Smoothing\",
Range(0.0001,0.5)) = 0.2\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_FONT_COLORS)]
_UseFontColor (\"Use Font Colors\", Float) = 0\r\n\r\n//\t//# --------------------------------------------------------\r\n//\r\n//\t[Toggle(_CFXR_GRADIENTMAP)]
_UseGradientMap (\"Gradient Map\", Float) = 0\r\n//\t//# IF_KEYWORD _CFXR_GRADIENTMAP\r\n//\t\t[NoScaleOffset]
_GradientMap (\"Gradient Map\", 2D) = \"black\" {}\r\n//\t//# END_IF\r\n\r\n\t//#
--------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_HDR_BOOST)]
_HdrBoost (\"Enable HDR Multiplier\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_HDR_BOOST\r\n\t\t
_HdrMultiply (\"HDR Multiplier\", Float) = 2\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\t\r\n\t//#
Lighting\r\n\t//#\r\n\r\n\t\t[KeywordEnumNoPrefix(Off, _, Direct, _CFXR_LIGHTING_DIRECT,
Indirect, _CFXR_LIGHTING_INDIRECT, Both, _CFXR_LIGHTING_ALL)] _UseLighting (\"Mode\",
Float) = 0\r\n\t//# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_ALL\r\n\t\t_DirectLightingRamp
(\"Direct Lighting Ramp\", Range(0,1)) = 1.0\r\n\t//# END_IF\r\n\t//# \r\n\t//#
IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL\r\n\t\t[Toggle(_NORMALMAP)]
_UseNormalMap (\"Enable Normal Map\", Float) = 0\r\n\t//# IF_KEYWORD _NORMALMAP\r\n\t\t[NoScaleOffset]
_BumpMap (\"Normal Map\", 2D) = \"bump\" {}\r\n\t\t_BumpScale (\"Normal Scale\",
Range(-1, 1)) = 1.0\r\n\t//# END_IF\r\n\t//# \r\n\t\t[Toggle(_EMISSION)] _UseEmission
(\"Enable Emission (TEXCOORD2)\", Float) = 0\r\n\t//# \r\n\t\t[Toggle(_CFXR_LIGHTING_WPOS_OFFSET)]
_UseLightingWorldPosOffset (\"Enable World Pos. Offset\", Float) = 0\r\n\t//#
IF_KEYWORD _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t_LightingWorldPosStrength (\"Offset
Strength\", Range(0,1)) = 0.2\r\n\t//# END_IF\r\n\t//# \r\n\t\t[Toggle(_CFXR_LIGHTING_BACK)]
_UseBackLighting (\"Enable Backlighting\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_LIGHTING_BACK\r\n\t\t_DirLightScreenAtten
(\"Dir. Light Screen Attenuation\", Range(0, 5)) = 1.0\r\n\t\t_BacklightTransmittance
(\"Backlight Transmittance\", Range(0, 2)) = 1.0\r\n\t//# END_IF\r\n\t//# \r\n\t//#
IF_KEYWORD _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL\r\n\t\t_IndirectLightingMix
(\"Indirect Lighting Mix\", Range(0,1)) = 0.5\r\n\t//# END_IF\r\n\t\t_ShadowColor
(\"Shadow Color\", Color) = (0,0,0,1)\r\n\t//# \r\n\t//# END_IF\r\n\r\n\t//#
========================================================\r\n\t//# Shadows\r\n\t//#\r\n\r\n\t\t[KeywordEnum(Off,On,CustomTexture)]
_CFXR_DITHERED_SHADOWS (\"Dithered Shadows\", Float) = 0\r\n\t//# IF_KEYWORD
_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_ShadowStrength\t\t(\"Shadows
Strength Max\", Range(0,1)) = 1.0\r\n\t\t//#\tIF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_DitherCustom\t\t(\"Dithering
3D Texture\", 3D) = \"black\" {}\r\n\t\t//#\tEND_IF\r\n\t//# END_IF\r\n\r\n//\t\t_ReceivedShadowsStrength
(\"Received Shadows Strength\", Range(0,1)) = 0.5\r\n\t}\r\n\t\r\n\tCategory\r\n\t{\r\n\t\tTags\r\n\t\t{\r\n\t\t\t\"Queue\"=\"Transparent\"\r\n\t\t\t\"IgnoreProjector\"=\"True\"\r\n\t\t\t\"RenderType\"=\"Transparent\"\r\n\t\t\t\"PreviewType\"=\"Plane\"\r\n\t\t}\r\n\r\n\t\tBlend
[_SrcBlend] [_DstBlend], One One\r\n\t\tZWrite [_ZWrite]\r\n\t\tCull Off\r\n\r\n\t\t//====================================================================================================================================\r\n\t\t//
Universal Rendering Pipeline\r\n\r\n\t\tSubshader\r\n\t\t{\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
\"BASE_URP\"\r\n\t\t\t\tTags { \"LightMode\"=\"UniversalForward\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\t\t\t\t\r\n\t\t\t\t#pragma
target 2.0\r\n\t\t\t\t\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
#pragma instancing_options procedural:ParticleInstancingSetup\r\n\r\n\t\t\t\t#pragma
multi_compile_fog\r\n\t\t\t\t//#pragma multi_compile_fwdbase\r\n\t\t\t\t//#pragma
multi_compile SHADOWS_SCREEN\r\n\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t// #pragma shader_feature_local _ _CFXR_GRADIENTMAP\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_HDR_BOOST\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_EDGE_FADING\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT
_CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_BACK\r\n\r\n\t\t\t\t//
Using the same keywords as Unity's Standard Particle shader to minimize project-wide
keyword usage\r\n\t\t\t\t#pragma shader_feature_local _ _NORMALMAP\r\n\t\t\t\t#pragma
shader_feature_local _ _EMISSION\r\n\t\t\t\t#pragma shader_feature_local _ _FLIPBOOK_BLENDING\r\n\t\t\t\t#pragma
shader_feature_local _ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
_CFXR_ADDITIVE\r\n\r\n\t\t\t\t#define CFXR_URP\r\n\t\t\t\t#define CFXR_UBERSHADER\r\n\t\t\t\t#include
\"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t// Same
as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
\"BASE_URP\"\r\n\t\t\t\tTags { \"LightMode\"=\"Universal2D\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\t\t\t\t\r\n\t\t\t\t#pragma
target 2.0\r\n\t\t\t\t\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
#pragma instancing_options procedural:ParticleInstancingSetup\r\n\r\n\t\t\t\t#pragma
multi_compile_fog\r\n\t\t\t\t//#pragma multi_compile_fwdbase\r\n\t\t\t\t//#pragma
multi_compile SHADOWS_SCREEN\r\n\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t// #pragma shader_feature_local _ _CFXR_GRADIENTMAP\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_HDR_BOOST\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_EDGE_FADING\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT
_CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_BACK\r\n\r\n\t\t\t\t//
Using the same keywords as Unity's Standard Particle shader to minimize project-wide
keyword usage\r\n\t\t\t\t#pragma shader_feature_local _ _NORMALMAP\r\n\t\t\t\t#pragma
shader_feature_local _ _EMISSION\r\n\t\t\t\t#pragma shader_feature_local _ _FLIPBOOK_BLENDING\r\n\t\t\t\t#pragma
shader_feature_local _ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
_CFXR_ADDITIVE\r\n\r\n\t\t\t\t#define CFXR_UPR\r\n\t\t\t\t#define DISABLE_SOFT_PARTICLES\r\n\t\t\t\t#define
CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\r\n\t\t\t//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
\"ShadowCaster\"\r\n\t\t\t\tTags { \"LightMode\" = \"ShadowCaster\" }\r\n\r\n\t\t\t\tBlendOp
Add\r\n\t\t\t\tBlend One Zero\r\n\t\t\t\tZWrite On\r\n\t\t\t\tCull Off\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
shader_feature_local _ _FLIPBOOK_BLENDING\r\n\r\n\t\t\t\t#pragma shader_feature_local
_ _ALPHATEST_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
_ALPHAMODULATE_ON _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#pragma multi_compile_shadowcaster\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\r\n\t\t\t#if
(_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)\r\n\t\t\t\t#pragma
target 3.0\t\t//needed for VPOS\r\n\t\t\t#endif\r\n\r\n\t\t\t\t#define CFXR_UPR\r\n\t\t\t\t#define
PASS_SHADOW_CASTER\r\n\t\t\t\t#define CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t//====================================================================================================================================\r\n\t\t//
Built-in Rendering Pipeline\r\n\r\n\t\tSubShader\r\n\t\t{\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
\"BASE\"\r\n\t\t\t\tTags { \"LightMode\"=\"ForwardBase\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t//vertInstancingSetup
writes to global, not allowed with DXC\r\n\t\t\t\t// #pragma never_use_dxc\r\n\t\t\t\t//
#pragma target 2.5\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
#pragma instancing_options procedural:vertInstancingSetup\r\n\r\n\t\t\t\t#pragma
multi_compile_particles\r\n\t\t\t\t#pragma multi_compile_fog\r\n\t\t\t\t//#pragma
multi_compile_fwdbase\r\n\t\t\t\t//#pragma multi_compile SHADOWS_SCREEN\r\n\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t//
#pragma shader_feature_local _ _CFXR_GRADIENTMAP\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_HDR_BOOST\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_EDGE_FADING\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_LIGHTING_BACK\r\n\r\n\t\t\t\t// Using the same keywords as Unity's Standard
Particle shader to minimize project-wide keyword usage\r\n\t\t\t\t#pragma shader_feature_local
_ _NORMALMAP\r\n\t\t\t\t#pragma shader_feature_local _ _EMISSION\r\n\t\t\t\t#pragma
shader_feature_local _ _FLIPBOOK_BLENDING\r\n\t\t\t\t#pragma shader_feature_local
_ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
_CFXR_ADDITIVE\r\n\r\n\t\t\t\t#include \"UnityStandardParticleInstancing.cginc\"\r\n\t\t\t\t#define
CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\r\n\t\t\t//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
\"ShadowCaster\"\r\n\t\t\t\tTags { \"LightMode\" = \"ShadowCaster\" }\r\n\r\n\t\t\t\tBlendOp
Add\r\n\t\t\t\tBlend One Zero\r\n\t\t\t\tZWrite On\r\n\t\t\t\tCull Off\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t//vertInstancingSetup
writes to global, not allowed with DXC\r\n\t\t\t\t// #pragma never_use_dxc\r\n\t\t\t\t//
#pragma target 2.5\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
#pragma instancing_options procedural:vertInstancingSetup\r\n\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
_ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
shader_feature_local _ _FLIPBOOK_BLENDING\r\n\r\n\t\t\t\t#pragma shader_feature_local
_ _ALPHATEST_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
_ALPHAMODULATE_ON _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#pragma multi_compile_shadowcaster\r\n\t\t\t\t#pragma
shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\r\n\t\t\t#if
(_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)\r\n\t\t\t\t#pragma
target 3.0\t\t//needed for VPOS\r\n\t\t\t#endif\r\n\r\n\t\t\t\t#include \"UnityStandardParticleInstancing.cginc\"\r\n\r\n\t\t\t\t#define
PASS_SHADOW_CASTER\r\n\t\t\t\t#define CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\t\r\n\tCustomEditor
\"CartoonFX.MaterialInspector\"\r\n}\r\n\r\n"
shaderName: Cartoon FX/Remaster/Particle Ubershader
shaderErrors: []
variantCount: 283253760
variantCountUsed: 8