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Revised version of Mobile/Particles/Additive shader (Unity built-in shader)
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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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