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CartoonRPG/Assets/StixGames/GrassShader/Example/GameScene/Shaders/ExplosionShader.shader
Caleb Sandford deQuincey 02c4b5ab66 Adding in new packages
2025-06-05 22:59:18 +01:00

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Shader "Custom/ExplosionShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Emission("Emission", 2D) = "white" {}
_EmissionStrength("Emission Strength", Float) = 1
_Cutoff("Cutoff", Range(0, 1)) = 0.0
}
SubShader {
Tags { "RenderType"="AlphaTest" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alphatest:_Cutoff addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Emission;
struct Input {
float4 color : COLOR;
float2 uv_MainTex;
float2 uv_Emission;
};
half _Glossiness;
half _Metallic;
half _EmissionStrength;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color * IN.color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
o.Emission = tex2D(_Emission, IN.uv_Emission) * _EmissionStrength * IN.color;
}
ENDCG
}
FallBack "Diffuse"
}