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_MainTex_ST;\nuniform \tvec4 _DistortTex_ST;\nuniform \tvec4 _Mask_ST;\nattribute highp vec4 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n vs_COLOR0 = in_COLOR0;\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n vs_TEXCOORD1.xy = in_TEXCOORD0.xy * _DistortTex_ST.xy + _DistortTex_ST.zw;\n vs_TEXCOORD2.xy = in_TEXCOORD0.xy * _Mask_ST.xy + _Mask_ST.zw;\n return;\n}\n\n" FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n#else\n precision mediump float;\n#endif\nprecision highp int;\nuniform \tvec4 _Time;\nuniform \tmediump vec4 _TintColor;\nuniform \tmediump float _ForceX;\nuniform \tmediump float _ForceY;\nuniform \tmediump float _HeatTime;\nuniform \tmediump float _Bright;\nuniform \tfloat _MainScrollUV_X;\nuniform \tfloat _MainScrollUV_Y;\nuniform \tfloat _MaskScrollUV_X;\nuniform \tfloat _MaskScrollUV_Y;\nuniform lowp sampler2D _DistortTex;\nuniform lowp sampler2D _MainTex;\nuniform lowp sampler2D _Mask;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nlowp vec4 u_xlat10_0;\nmediump vec4 u_xlat16_1;\nvec2 u_xlat2;\nlowp float u_xlat10_2;\nlowp float u_xlat10_3;\nvoid main()\n{\n u_xlat0 = _Time.xzyx * vec4(vec4(_HeatTime, _HeatTime, _HeatTime, _HeatTime)) + vs_TEXCOORD1.xyxy;\n u_xlat10_0.x = texture2D(_DistortTex, u_xlat0.xy).x;\n u_xlat10_3 = texture2D(_DistortTex, u_xlat0.zw).x;\n u_xlat16_1.x = u_xlat10_3 + u_xlat10_0.x;\n u_xlat16_1.x = u_xlat16_1.x + -1.0;\n u_xlat0.xy = u_xlat16_1.xx * vec2(_ForceX, _ForceY) + vs_TEXCOORD0.xy;\n u_xlat0.xy = _Time.xx * vec2(_MainScrollUV_X, _MainScrollUV_Y) + u_xlat0.xy;\n u_xlat10_0 = texture2D(_MainTex, u_xlat0.xy);\n u_xlat2.xy = _Time.xx * vec2(_MaskScrollUV_X, _MaskScrollUV_Y) + vs_TEXCOORD2.xy;\n u_xlat10_2 = texture2D(_Mask, u_xlat2.xy).x;\n u_xlat10_0.w = dot(vec2(u_xlat10_2), u_xlat10_0.ww);\n u_xlat16_1 = vs_COLOR0 * vec4(_Bright);\n u_xlat16_1 = u_xlat16_1 * _TintColor;\n SV_Target0 = u_xlat10_0 * u_xlat16_1;\n return;\n}\n\n" LOD: 0 readDepth: 0 Index: 0 PassId: 0 SubShaderIndex: 0 Keywords: [] Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent definedKeywords: - SOFTPARTICLES_ON - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - __ keywordGroups: - Keywords: - __ - SOFTPARTICLES_ON KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 0 SerializedObjectId: 0 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 33 PlatformMask: -1 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: 0 - Index: 1 Passes: - ShaderName: Effect/Distort Add_1 ShaderVariants: - NoShaderVariant: 0 VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nattribute highp vec3 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n vs_COLOR0 = in_COLOR0;\n vs_COLOR0 = clamp(vs_COLOR0, 0.0, 1.0);\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n return;\n}\n\n" FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n#else\n precision mediump float;\n#endif\nprecision highp int;\nuniform lowp sampler2D _MainTex;\nvarying highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nlowp vec4 u_xlat10_0;\nvoid main()\n{\n u_xlat10_0 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n SV_Target0 = u_xlat10_0;\n return;\n}\n\n" LOD: 0 readDepth: 0 Index: 0 PassId: 0 SubShaderIndex: 1 Keywords: [] Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent definedKeywords: - FOG_EXP - FOG_EXP2 - FOG_LINEAR - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - _ keywordGroups: - Keywords: - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 1 SerializedObjectId: 0 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 1 PlatformMask: -1 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: 0 Shader: {fileID: 4800000, guid: fcba27b5d8622034bbaa6228198b74f7, type: 3} ShaderPath: Assets/Resources/ConfettiFX/Shaders/Distort Add_1.shader ShaderDefinedKeywords: - FOG_EXP - FOG_EXP2 - FOG_LINEAR - SOFTPARTICLES_ON - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - __ - _ fallbackShader: {fileID: 0} CompilationErrors: [] - ParsedSubShaders: - Index: 0 Passes: - ShaderName: Effect/Distort Alpha Blend_1 ShaderVariants: - NoShaderVariant: 0 VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nuniform \tvec4 _DistortTex_ST;\nuniform \tvec4 _Mask_ST;\nattribute highp vec4 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n vs_COLOR0 = in_COLOR0;\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n vs_TEXCOORD1.xy = in_TEXCOORD0.xy * _DistortTex_ST.xy + _DistortTex_ST.zw;\n vs_TEXCOORD2.xy = in_TEXCOORD0.xy * _Mask_ST.xy + _Mask_ST.zw;\n return;\n}\n\n" FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n#else\n precision mediump float;\n#endif\nprecision highp int;\nuniform \tvec4 _Time;\nuniform \tmediump vec4 _TintColor;\nuniform \tmediump float _ForceX;\nuniform \tmediump float _ForceY;\nuniform \tmediump float _HeatTime;\nuniform \tmediump float _Bright;\nuniform \tfloat _MainScrollUV_X;\nuniform \tfloat _MainScrollUV_Y;\nuniform \tfloat _MaskScrollUV_X;\nuniform \tfloat _MaskScrollUV_Y;\nuniform lowp sampler2D _DistortTex;\nuniform lowp sampler2D _MainTex;\nuniform lowp sampler2D _Mask;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD1;\nvarying highp vec2 vs_TEXCOORD2;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nlowp vec4 u_xlat10_0;\nmediump vec4 u_xlat16_1;\nvec2 u_xlat2;\nlowp float u_xlat10_2;\nlowp float u_xlat10_3;\nvoid main()\n{\n u_xlat0 = _Time.xzyx * vec4(vec4(_HeatTime, _HeatTime, _HeatTime, _HeatTime)) + vs_TEXCOORD1.xyxy;\n u_xlat10_0.x = texture2D(_DistortTex, u_xlat0.xy).x;\n u_xlat10_3 = texture2D(_DistortTex, u_xlat0.zw).x;\n u_xlat16_1.x = u_xlat10_3 + u_xlat10_0.x;\n u_xlat16_1.x = u_xlat16_1.x + -1.0;\n u_xlat0.xy = u_xlat16_1.xx * vec2(_ForceX, _ForceY) + vs_TEXCOORD0.xy;\n u_xlat0.xy = _Time.xx * vec2(_MainScrollUV_X, _MainScrollUV_Y) + u_xlat0.xy;\n u_xlat10_0 = texture2D(_MainTex, u_xlat0.xy);\n u_xlat2.xy = _Time.xx * vec2(_MaskScrollUV_X, _MaskScrollUV_Y) + vs_TEXCOORD2.xy;\n u_xlat10_2 = texture2D(_Mask, u_xlat2.xy).x;\n u_xlat10_0.w = dot(vec2(u_xlat10_2), u_xlat10_0.ww);\n u_xlat16_1 = vs_COLOR0 * vec4(_Bright);\n u_xlat16_1 = u_xlat16_1 * _TintColor;\n SV_Target0 = u_xlat10_0 * u_xlat16_1;\n return;\n}\n\n" LOD: 0 readDepth: 0 Index: 0 PassId: 0 SubShaderIndex: 0 Keywords: [] Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent definedKeywords: - SOFTPARTICLES_ON - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - __ keywordGroups: - Keywords: - __ - SOFTPARTICLES_ON KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 0 SerializedObjectId: 0 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 33 PlatformMask: -1 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: 0 - Index: 1 Passes: - ShaderName: Effect/Distort Alpha Blend_1 ShaderVariants: - NoShaderVariant: 0 VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nattribute highp vec3 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n vs_COLOR0 = in_COLOR0;\n vs_COLOR0 = clamp(vs_COLOR0, 0.0, 1.0);\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n return;\n}\n\n" FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n#else\n precision mediump float;\n#endif\nprecision highp int;\nuniform lowp sampler2D _MainTex;\nvarying highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nlowp vec4 u_xlat10_0;\nvoid main()\n{\n u_xlat10_0 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n SV_Target0 = u_xlat10_0;\n return;\n}\n\n" LOD: 0 readDepth: 0 Index: 0 PassId: 0 SubShaderIndex: 1 Keywords: [] Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent definedKeywords: - FOG_EXP - FOG_EXP2 - FOG_LINEAR - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - _ keywordGroups: - Keywords: - _ - FOG_LINEAR - FOG_EXP - FOG_EXP2 KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 1 SerializedObjectId: 0 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 1 PlatformMask: -1 Tags: - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: 0 Shader: {fileID: 4800000, guid: 113bab9e87f40614fb7afc70a7b625f9, type: 3} ShaderPath: Assets/Resources/ConfettiFX/Shaders/Distort Alpha Blend_1.shader ShaderDefinedKeywords: - FOG_EXP - FOG_EXP2 - FOG_LINEAR - SOFTPARTICLES_ON - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - __ - _ fallbackShader: {fileID: 0} CompilationErrors: [] - ParsedSubShaders: - Index: 0 Passes: - ShaderName: Hidden/BlitCopy ShaderVariants: - NoShaderVariant: 0 VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tvec4 _MainTex_ST;\nattribute highp vec4 in_POSITION0;\nattribute highp vec2 in_TEXCOORD0;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n return;\n}\n\n" FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n#else\n precision mediump float;\n#endif\nprecision highp int;\nuniform \tvec4 _Color;\nuniform highp sampler2D _MainTex;\nvarying highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nvoid main()\n{\n u_xlat0 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n u_xlat0 = u_xlat0 * _Color;\n SV_Target0 = u_xlat0;\n return;\n}\n\n" LOD: 0 readDepth: 0 Index: 0 PassId: 0 SubShaderIndex: 0 Keywords: [] Tags: [] definedKeywords: - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO keywordGroups: [] KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 0 SerializedObjectId: 0 Tags: [] UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 33 PlatformMask: -1 Tags: [] UsePass: 0 Shader: {fileID: 66, guid: 0000000000000000f000000000000000, type: 0} ShaderPath: Resources/unity_builtin_extra ShaderDefinedKeywords: - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO fallbackShader: {fileID: 0} CompilationErrors: [] - ParsedSubShaders: - Index: 0 Passes: - ShaderName: Hidden/InternalErrorShader ShaderVariants: [] definedKeywords: [] keywordGroups: [] KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 0 SerializedObjectId: 0 Tags: [] UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 1 PlatformMask: 32 Tags: [] UsePass: 0 Shader: {fileID: 17, guid: 0000000000000000e000000000000000, type: 0} ShaderPath: Library/unity default resources ShaderDefinedKeywords: [] fallbackShader: {fileID: 0} CompilationErrors: [] - ParsedSubShaders: - Index: 0 Passes: - ShaderName: Legacy Shaders/Particles/Alpha Blended ShaderVariants: - NoShaderVariant: 0 VertexProgram: "\n#version 100\n\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _TintColor;\nuniform \tvec4 _MainTex_ST;\nattribute highp vec4 in_POSITION0;\nattribute mediump vec4 in_COLOR0;\nattribute highp vec2 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvoid main()\n{\n u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;\n u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;\n u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];\n u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;\n u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;\n gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;\n vs_COLOR0 = in_COLOR0 * _TintColor;\n vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;\n return;\n}\n\n" FragmentProgram: "\n#version 100\n\n#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n#else\n precision mediump float;\n#endif\nprecision highp int;\nuniform lowp sampler2D _MainTex;\nvarying mediump vec4 vs_COLOR0;\nvarying highp vec2 vs_TEXCOORD0;\n#define SV_Target0 gl_FragData[0]\nvec4 u_xlat0;\nlowp vec4 u_xlat10_1;\nvoid main()\n{\n u_xlat0 = vs_COLOR0 + vs_COLOR0;\n u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);\n u_xlat0 = u_xlat0 * u_xlat10_1;\n SV_Target0.w = u_xlat0.w;\n SV_Target0.w = clamp(SV_Target0.w, 0.0, 1.0);\n SV_Target0.xyz = u_xlat0.xyz;\n return;\n}\n\n" LOD: 0 readDepth: 0 Index: 0 PassId: 0 SubShaderIndex: 0 Keywords: [] Tags: - Key: IGNOREPROJECTOR Value: true - Key: PreviewType Value: Plane - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent definedKeywords: - FOG_EXP - FOG_EXP2 - FOG_LINEAR - SOFTPARTICLES_ON - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - __ keywordGroups: - Keywords: - __ - SOFTPARTICLES_ON - Keywords: - __ - FOG_LINEAR - FOG_EXP - FOG_EXP2 KeywordsMinimalCardinality: 0 ContainsInvalidVariant: 0 HasDepthReader: 0 Id: 0 SubShaderIndex: 0 SerializedObjectId: 0 Tags: - Key: IGNOREPROJECTOR Value: true - Key: PreviewType Value: Plane - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: shader: pass: GrabPassTextureName: PassShaderRequirements: 1 PlatformMask: -1 Tags: - Key: IGNOREPROJECTOR Value: true - Key: PreviewType Value: Plane - Key: QUEUE Value: Transparent - Key: RenderType Value: Transparent UsePass: 0 Shader: {fileID: 203, guid: 0000000000000000f000000000000000, type: 0} ShaderPath: Resources/unity_builtin_extra ShaderDefinedKeywords: - FOG_EXP - FOG_EXP2 - FOG_LINEAR - SOFTPARTICLES_ON - STEREO_CUBEMAP_RENDER_ON - STEREO_INSTANCING_ON - STEREO_MULTIVIEW_ON - UNITY_SINGLE_PASS_STEREO - __ fallbackShader: {fileID: 0} CompilationErrors: [] - ParsedSubShaders: - Index: 0 Passes: - ShaderName: Legacy Shaders/VertexLit ShaderVariants: - NoShaderVariant: 0 VertexProgram: "\n#version 100\n\nuniform \tmediump vec4 unity_LightColor[8];\nuniform \tvec4 unity_LightPosition[8];\nuniform \tvec4 hlslcc_mtx4x4unity_ObjectToWorld[4];\nuniform \tvec4 hlslcc_mtx4x4unity_WorldToObject[4];\nuniform \tmediump vec4 glstate_lightmodel_ambient;\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixV[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixInvV[4];\nuniform \tvec4 hlslcc_mtx4x4unity_MatrixVP[4];\nuniform \tmediump vec4 _Color;\nuniform \tmediump vec4 _SpecColor;\nuniform \tmediump vec4 _Emission;\nuniform \tmediump float _Shininess;\nuniform \tvec4 _MainTex_ST;\nattribute highp vec3 in_POSITION0;\nattribute highp vec3 in_NORMAL0;\nattribute highp vec3 in_TEXCOORD0;\nvarying mediump vec4 vs_COLOR0;\nvarying mediump vec3 vs_COLOR1;\nvarying highp vec2 vs_TEXCOORD0;\nvec4 u_xlat0;\nvec4 u_xlat1;\nvec3 u_xlat2;\nbool u_xlatb2;\nvec3 u_xlat3;\nvec3 u_xlat4;\nvec3 u_xlat5;\nvec3 u_xlat6;\nmediump vec3 u_xlat16_7;\nmediump vec3 u_xlat16_8;\nmediump vec3 u_xlat16_9;\nmediump vec3 u_xlat16_10;\nmediump vec3 u_xlat16_11;\nfloat u_xlat36;\nint u_xlati37;\nmediump float u_xlat16_43;\nmediump float u_xlat16_44;\nvoid main()\n{\n u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].xxx + u_xlat0.xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].zzz + u_xlat0.xyz;\n u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].www + u_xlat0.xyz;\n u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[1].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].xxx + u_xlat1.xyz;\n u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].zzz + u_xlat1.xyz;\n u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].www + u_xlat1.xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].xxx + u_xlat2.xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].zzz + u_xlat2.xyz;\n u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].www + u_xlat2.xyz;\n u_xlat3.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz;\n u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].xxx + u_xlat3.xyz;\n u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].zzz + u_xlat3.xyz;\n u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].www + u_xlat3.xyz;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].yyy;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].xxx + u_xlat4.xyz;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].zzz + u_xlat4.xyz;\n u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].www + u_xlat4.xyz;\n u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].yyy;\n u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].xxx + u_xlat5.xyz;\n u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].zzz + u_xlat5.xyz;\n u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].www + u_xlat5.xyz;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].yyy;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].xxx + u_xlat6.xyz;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].zzz + u_xlat6.xyz;\n u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].www + u_xlat6.xyz;\n u_xlat1.xyz = u_xlat1.xyz * in_POSITION0.yyy;\n u_xlat0.xyz = u_xlat0.xyz * in_POSITION0.xxx + u_xlat1.xyz;\n u_xlat0.xyz = u_xlat2.xyz * in_POSITION0.zzz + u_xlat0.xyz;\n u_xlat0.xyz = u_xlat3.xyz + u_xlat0.xyz;\n u_xlat1.x = dot(u_xlat4.xyz, in_NORMAL0.xyz);\n u_xlat1.y = dot(u_xlat5.xyz, in_NORMAL0.xyz);\n u_xlat1.z = dot(u_xlat6.xyz, in_NORMAL0.xyz);\n u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);\n u_xlat36 = inversesqrt(u_xlat36);\n u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;\n u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);\n u_xlat36 = inversesqrt(u_xlat36);\n u_xlat16_7.xyz = _Color.xyz * glstate_lightmodel_ambient.xyz + _Emission.xyz;\n u_xlat16_43 = _Shininess * 128.0;\n u_xlat16_8.xyz = u_xlat16_7.xyz;\n u_xlat16_9.x = float(0.0);\n u_xlat16_9.y = float(0.0);\n u_xlat16_9.z = float(0.0);\n for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<8 ; u_xlati_loop_1++)\n {\n u_xlat16_44 = dot(u_xlat1.xyz, unity_LightPosition[u_xlati_loop_1].xyz);\n u_xlat16_44 = max(u_xlat16_44, 0.0);\n u_xlat16_10.xyz = vec3(u_xlat16_44) * _Color.xyz;\n u_xlat16_10.xyz = u_xlat16_10.xyz * unity_LightColor[u_xlati_loop_1].xyz;\n u_xlatb2 = 0.0