add weather and time
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@@ -0,0 +1,100 @@
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Shader "Enviro3/Particles/WeatherParticles"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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//_EnviroLightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGBA
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma exclude_renderers gles
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#include "UnityCG.cginc"
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#if !SHADER_API_GLES3
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#include "../Includes/ParticlesInclude.cginc"
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#endif
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sampler2D _MainTex;
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fixed4 _TintColor;
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float4 _EnviroLighting;
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float _EnviroLightIntensity;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 projPos : TEXCOORD2;
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float3 posWorld : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f 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.vertex = UnityObjectToClipPos(v.vertex);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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fixed4 frag (v2f i) : SV_Target
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{
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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#ifdef SOFTPARTICLES_ON
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float partZ = i.projPos.z;
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float fade = saturate (0.5 * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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float4 tex = tex2D(_MainTex, i.texcoord);
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float4 col = 2.0f * i.color * _TintColor * tex;
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col.a = i.color.a * _TintColor.a * tex.a;
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UNITY_APPLY_FOG(i.fogCoord, col);
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//float4 fog = TransparentFog(col,i.posWorld,i.projPos.xy,sceneZ);
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float blend = 1.0;
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#if !SHADER_API_GLES3
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ParticleZones(i.posWorld, blend);
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#endif
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return float4(col.rgb * max(_EnviroLightIntensity,0.1) ,col.a * blend);
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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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}
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