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Revised version of Mobile/Particles/Additive shader (Unity built-in shader)
Shader "Custom/Mobile/Particles/Additive"
{
Properties
{
_TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_MainTex("Particle Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TintColor;
struct appdata_t
{
float4 position : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_FOG_COORDS(1)
};
v2f vert(appdata_t v)
{
v2f o;
o.position = mul(UNITY_MATRIX_MVP, v.position);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0);
return col;
}
ENDCG
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off Fog { Mode Off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
ENDCG
}
}
}
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