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| Shader "Custom/Particle"
{
Properties
{
_TintColor ("Tint Color", Color) = (1, 1, 1, 1)
_Intensity("Intensity", Range(0, 2)) = 1
_MainTex("Albedo (RGB)", 2D) = "white"{}
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend Mode", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend Mode", Float) = 1 // One
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
Blend [_SrcBlend] [_DstBlend]
Zwrite off
Cull off
CGPROGRAM
#pragma surface surf nolight keepalpha noforwardadd nolightmap noambient novertexlights noshadow
sampler2D _MainTex;
float4 _TintColor;
float _Intensity;
struct Input
{
float2 uv_MainTex;
float4 color:COLOR; // Vertex Color
};
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
c = c * _TintColor * IN.color;
o.Emission = c.rgb * _Intensity;
o.Alpha = c.a;
}
float4 Lightingnolight(SurfaceOutput s, float3 lightDir, float atten)
{
return float4(0, 0, 0, s.Alpha);
}
ENDCG
}
}
|