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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Invector/EmissionWithMask"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,0)
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_Metallic("Metallic", Float) = 0
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_Smoothness("Smoothness", Float) = 0
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_Normal("Normal", 2D) = "bump" {}
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_Emission("Emission", 2D) = "white" {}
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_Emissionpower("Emission power", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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{
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Cull Back
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ZTest LEqual
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows
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struct Input
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{
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};
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uniform float4 _Normal_ST;
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uniform fixed _NormalPower;
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uniform fixed4 _Color;
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uniform sampler2D _Difuse;
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uniform fixed _EmissionTransition;
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uniform fixed _Emissionpower;
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uniform sampler2D _Emission;
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uniform float4 _Emission_ST;
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uniform sampler2D _EmissionMask;
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uniform fixed4 _EmissionColor;
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uniform fixed _Metallic;
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uniform fixed _Smoothness;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_TexCoord184 = i.uv_texcoord * float2( 1,1 ) + float2( 0,0 );
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o.Albedo = ( _Color * tex2D( _Difuse, uv_TexCoord184 ) ).rgb;
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fixed4 _Color0 = fixed4(0,0,0,0);
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float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
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float4 clampResult231 = clamp( ( ( 10.0 - ( _EmissionTransition * 10.0 ) ) * tex2D( _EmissionMask, uv_TexCoord184 ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
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float4 lerpResult204 = lerp( ( _Emissionpower * tex2D( _Emission, uv_Emission ) ) , _Color0 , clampResult231.r);
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o.Emission = ( (( _EmissionTransition == 0.0 ) ? _Color0 : lerpResult204 ) * _EmissionColor ).rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Smoothness;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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if (weapon)
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[System.Serializable]
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{
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public float min;
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public float max;
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[Tooltip("Called when power is between min and max value")]
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