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A variant of FXHyperbolicStatic that falls off around the edges like smoke. Better for particle effects, such as energy balls or energy generators.


See FXHyperbolicStatic.

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// Shader: "FX/HyperbolicStaticParticle"
// Version: v1.0
// Written by: Thomas Phillips
// Anyone is free to use this shader for non-commercial or commercial projects.
// Description:
// Generic force field effect.
// Play with color, opacity, and rate for different effects.
// This shader has been adapted for use in particle systems.

Shader "FX/HyperbolicStaticParticle" {
Properties {
	_Color ("Color Tint", Color) = (1,1,1,1)
	_Rate ("Oscillation Rate", Range (1, 300)) = 300

SubShader {
	ZWrite Off
	Tags { "Queue" = "Transparent" }
	Blend One One

	Pass {

#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#include "UnityCG.cginc"

float4 _Color;
float _Rate;

struct v2f {
	float4 texcoord : TEXCOORD0;

v2f vert (appdata_base v)
	v2f o;
	PositionFog( v.vertex, o.pos, o.fog );
	o.texcoord = v.texcoord;
	return o;

half4 frag (v2f i) : COLOR
	float3 color;
	float m;
	m = _Time[0]*_Rate + ((i.texcoord[0]+i.texcoord[1])*5000000*_Color.a*_Color.a);
	m = sin(m) * 0.5;
	color = float3(m*_Color.r, m*_Color.g, m*_Color.b);
	color *= 1 - clamp(2*distance(i.texcoord.xy, float2(0.5, 0.5)), 0, 1);
	return half4( color, 1 );

Fallback "Transparent/Diffuse"
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