void CreateShader()
        {
            if (ShaderTemplateManager.Instance().IsExist(shaderName))
            {
                return;
            }

            var st = new ShaderTemplate(shaderName,
                                        @"
			varying vec2 vUv;
			void main()	{
				vUv = uv;
				gl_Position = vec4( position, 1.0 );
			}                    
            ",
                                        @"
			varying vec2 vUv;

			uniform float time;

			void main()	{

				vec2 p = - 1.0 + 2.0 * vUv;
				float a = time * 40.0;
				float d, e, f, g = 1.0 / 40.0 ,h ,i ,r ,q;

				e = 400.0 * ( p.x * 0.5 + 0.5 );
				f = 400.0 * ( p.y * 0.5 + 0.5 );
				i = 200.0 + sin( e * g + a / 150.0 ) * 20.0;
				d = 200.0 + cos( f * g / 2.0 ) * 18.0 + cos( e * g ) * 7.0;
				r = sqrt( pow( abs( i - e ), 2.0 ) + pow( abs( d - f ), 2.0 ) );
				q = f / r;
				e = ( r * cos( q ) ) - a / 2.0;
				f = ( r * sin( q ) ) - a / 2.0;
				d = sin( e * g ) * 176.0 + sin( e * g ) * 164.0 + r;
				h = ( ( f + d ) + a / 2.0 ) * g;
				i = cos( h + r * p.x / 1.3 ) * ( e + e + a ) + cos( q * g * 6.0 ) * ( r + h / 3.0 );
				h = sin( f * g ) * 144.0 - sin( e * g ) * 212.0 * p.x;
				h = ( h + ( f - e ) * q + sin( r - ( a + h ) / 7.0 ) * 10.0 + i / 4.0 ) * g;
				i += cos( h * 2.3 * sin( a / 350.0 - q ) ) * 184.0 * sin( q - ( r * 4.3 + a / 12.0 ) * g ) + tan( r * g + h ) * 184.0 * cos( r * g + h );
				i = mod( i / 5.6, 256.0 ) / 64.0;
				if ( i < 0.0 ) i += 4.0;
				if ( i >= 2.0 ) i = 4.0 - i;
				d = r / 350.0;
				d += sin( d * d * 8.0 ) * 0.52;
				f = ( sin( a * g ) + 1.0 ) / 2.0;
				gl_FragColor = vec4( vec3( f * i / 1.6, i / 2.0 + d / 13.0, i ) * d * p.x + vec3( i / 1.3 + d / 8.0, i / 2.0 + d / 18.0, i ) * d * ( 1.0 - p.x ), 1.0 );

			}

			"            ,
                                        @"
			float time 1.0;
			"            );

            ShaderTemplateManager.Instance().Add(st);
        }
 internal void DrawVertexDataStream(MaterialEditor materialEditor, ShaderTemplate shaderTemplate)
 {
     EditorHelper.VerticalSpace();
     EditorGUI.BeginChangeCheck();
     {
         foreach (Material mat in _colorBlend.targets)
         {
             VertexStreamsArea(mat, m_RenderersUsingThisMaterial, shaderTemplate);
         }
     }
     EditorGUI.EndChangeCheck();
 }
        /////////////////
        // Advanced    //
        /////////////////
        private static void VertexStreamsArea(Material material, List <ParticleSystemRenderer> renderers, ShaderTemplate shaderTemplate)
        {
            bool useLighting, isPBS;

            useLighting = shaderTemplate != ShaderTemplate.Unlit ? true : false;
            isPBS       = shaderTemplate == ShaderTemplate.PhysicallyBased ? true : false;
            EditorGUILayout.Space();
            // Display list of streams required to make this shader work
            bool useNormalMap        = false;
            bool useFlipbookBlending = Properties.flipbook.GetValue(material);

            if (useLighting)
            {
                useNormalMap = Properties.normalMap.GetValue(material) != null;
            }
            bool useHeightMap = false;

            if (isPBS)
            {
                useHeightMap = Properties.heightMap.GetValue(material) != null;
            }
            bool useDetailNormalMap = false;

            if (isPBS)
            {
                useDetailNormalMap = Properties.detailNormalMap.GetValue(material) != null && isPBS;
            }
            bool useAnisotropicSpecular = false;

            if (useLighting)
            {
                useAnisotropicSpecular = Properties.specular.GetValue(material) != Specular.Anisotropic && isPBS;
            }

            // Build the list of expected vertex streams
            List <ParticleSystemVertexStream> streams = new List <ParticleSystemVertexStream>();
            List <string> streamList = new List <string>();

            streams.Add(ParticleSystemVertexStream.Position);
            streamList.Add(EditorHelper.EditorStyles.streamPositionText);

            if (useLighting)
            {
                streams.Add(ParticleSystemVertexStream.Normal);
                streamList.Add(EditorHelper.EditorStyles.streamNormalText);
                if (useNormalMap || useDetailNormalMap || useDetailNormalMap || useHeightMap)
                {
                    streams.Add(ParticleSystemVertexStream.Tangent);
                    streamList.Add(EditorHelper.EditorStyles.streamTangentText);
                }
            }

            streams.Add(ParticleSystemVertexStream.Color);
            streamList.Add(EditorHelper.EditorStyles.streamColorText);
            streams.Add(ParticleSystemVertexStream.UV);
            streamList.Add(EditorHelper.EditorStyles.streamUVText);

            if (useFlipbookBlending)
            {
                streams.Add(ParticleSystemVertexStream.UV2);
                streamList.Add(EditorHelper.EditorStyles.streamUV2Text);
                streams.Add(ParticleSystemVertexStream.AnimBlend);
                streamList.Add(EditorHelper.EditorStyles.streamAnimBlendText);
            }

            vertexStreamList = new ReorderableList(streamList, typeof(string), false, true, false, false);

            vertexStreamList.drawHeaderCallback = (Rect rect) => {
                EditorGUI.LabelField(rect, "Vertex Streams");
            };

            vertexStreamList.DoLayoutList();

            // Display a warning if any renderers have incorrect vertex streams
            string Warnings = "";
            List <ParticleSystemVertexStream> rendererStreams = new List <ParticleSystemVertexStream>();

            foreach (ParticleSystemRenderer renderer in renderers)
            {
                renderer.GetActiveVertexStreams(rendererStreams);
                if (!rendererStreams.SequenceEqual(streams))
                {
                    Warnings += "-" + renderer.name + "\n";
                }
            }

            if (!string.IsNullOrEmpty(Warnings))
            {
                EditorGUILayout.HelpBox(
                    "The following Particle System Renderers are using this material with incorrect Vertex Streams:\n" +
                    Warnings, MessageType.Error, true);
                // Set the streams on all systems using this material
                if (GUILayout.Button(EditorHelper.EditorStyles.streamApplyToAllSystemsText, EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
                {
                    Undo.RecordObjects(renderers.Where(r => r != null).ToArray(), EditorHelper.EditorStyles.undoApplyCustomVertexStreams);

                    foreach (ParticleSystemRenderer renderer in renderers)
                    {
                        renderer.SetActiveVertexStreams(streams);
                    }
                }
            }
        }
 internal void DrawParticles(MaterialEditor materialEditor, MaterialProperty[] properties, MaterialProperty surface, ShaderTemplate shaderTemplate)
 {
     //All refraction properties needs to be available on the material
     //the refraction tab is used for check
     if (_particlesBehavior != null)
     {
         if (EditorHelper.HandleBehavior(UI.particlesTab.text, "", _particlesBehavior, null, materialEditor, false))
         {
             DrawColorBlend(materialEditor);
             DrawFlipbookMode(materialEditor);
             DrawSoftFadeMode(materialEditor, (Surface)surface.floatValue);
             DrawCameraFadeMode(materialEditor, (Surface)surface.floatValue);
             DrawVertexDataStream(materialEditor, shaderTemplate);
         }
         EditorHelper.DrawSplitter();
     }
 }