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AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

115 lines
1.9 KiB
Plaintext

Shader "Unlit/FireFlyNew"
{
Properties
{
_MainTex ("Albedo (Emissive)", 2D) = "white" {}
_Wings ("Wings", 2D) = "white" {}
_EmissiveAmount ("_EmissiveAmount", Float) =2.0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert alpha:fade
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _EmissiveAmount;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float4 emissive = i.color * col.a;
clip(i.color.a - 0.5);
col += emissive * pow(_EmissiveAmount, 2.2);
return col;
}
ENDCG
}
Pass
{
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _Wings;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 wings = tex2D(_Wings, i.uv.zw);
wings.a = lerp( wings.a, 0, i.color.a);
return wings;
}
ENDCG
}
}
}