Shader "LayaAir3D/Particle/ShurikenParticle" { Properties { _MainTex("Particle Texture", 2D) = "white" {} _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5) [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.01 [HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Mode ("__mode", Float) = 1.0 [HideInInspector] _SrcBlend ("__src", Float) = 5.0 [HideInInspector] _DstBlend ("__dst", Float) = 10.0 [HideInInspector] _ZWrite("__zw", Float) = 0.0 [HideInInspector] _ZTest("__zt", Float) = 4.0 [HideInInspector] _RenderQueue("__rq", Float) = 3000.0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Pass { Tags { "LightMode"="ForwardBase" } Blend [_SrcBlend] [_DstBlend] ColorMask RGB Cull Off Lighting On ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma shader_feature ADDTIVEFOG #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4 _TintColor; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) }; v2f vert (appdata_t v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.pos); return o; } fixed4 frag (v2f i) : SV_Target { float4 color = 2.0 * i.color * tex2D(_MainTex, i.uv) * _TintColor; #if ADDTIVEFOG UNITY_APPLY_FOG_COLOR(i.fogCoord, color, fixed4(0, 0, 0, 0)); #else UNITY_APPLY_FOG(i.fogCoord, color); #endif color = clamp(color, 0, 1); return color; } ENDCG } } CustomEditor "LayaEffectGUI" }