Shader "YXZ/Effect/Additive" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} // _Iuminance("Iuminance", range(0,2)) = 1 [KeywordEnum(OFF,ON)]_CA_SoftParticles("soft particles", Float) = 0 _InvFade ("Soft Particles Factor", Range(0.01,5.0)) = 5.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _CA_SOFTPARTICLES_OFF _CA_SOFTPARTICLES_ON // #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float _InvFade; #include "ca_softparticles.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; CA_SOFTPARTICLES_COORDS(1) }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); CA_TRANSFER_SOFTPARTICLES(o, o.vertex); return o; } // fixed _Iuminance; fixed4 frag (v2f i) : SV_Target { CA_SOFTPARTICLES_FADE(i, i.color.a); fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); col.a = saturate(col.a); return col; } ENDCG } } } }