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#ifndef POI_SPAWN_IN_FRAG
#define POI_SPAWN_FRAG
#ifndef SPAWN_IN_VARIABLES
#define SPAWN_IN_VARIABLES
float3 _SpawnInGradientStart;
float3 _SpawnInGradientFinish;
fixed _SpawnInAlpha;
fixed _SpawnInNoiseIntensity;
float3 _SpawnInEmissionColor;
float _SpawnInEmissionOffset;
float _SpawnInVertOffset;
float _SpawnInVertOffsetOffset;
float _EnableScifiSpawnIn;
#endif
//sampler2D _SpawnInNoiseVert; float4 _SpawnInNoiseVert_ST;
float calculateGradientValueVert(float3 start, float3 finish, float3 localPos)
{
return inverseLerp3(start, finish, localPos);
}
void applySpawnInVert(inout float4 worldPos, inout float4 localPos, float2 uv)
{
if (_EnableScifiSpawnIn)
{
float noise = 0;
float gradient = calculateGradientValueVert(_SpawnInGradientStart, _SpawnInGradientFinish, localPos.xyz);
float inverseGradient = 1 - gradient;
float alpha = gradient - _SpawnInAlpha - noise;
worldPos.xyz += saturate(inverseGradient + _SpawnInAlpha + _SpawnInVertOffsetOffset -1) * float3(0, _SpawnInVertOffset, 0);
localPos.xyz = mul(unity_WorldToObject, worldPos).xyz;
}
//float noise = tex2Dlod(_SpawnInNoise, float4(TRANSFORM_TEX(uv, _SpawnInNoise))).r * _SpawnInAlpha * _SpawnInNoiseIntensity;
}
#endif
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