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Jesús Pérez oultrox

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// threshold for mask can be controlled using vertex color alpha (useful for spriteRenderers or particle systems)
// _MainTex: alpha of this texture is used as a mask
// _EmissionTex: usually rgb noise texture, adjust it's scaling if needed
// color remap and oscilation for each channel of emission can be modified in _EmStrobeBFALR, _EmStrobeBFALG, _EmStrobeBFALB
// Base: base amplitude of brightness oscilation
// Freq: frequency of oscilation
// Ampl: amplitude of oscilation
// L: how much _EmissionTex affects this color
Shader "StandardWMask" {