// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Particles/Additive" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; half4 _TintColor; struct appdata_t { half4 vertex : POSITION; half4 color : COLOR; half2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : SV_POSITION; half4 color : COLOR; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON half4 projPos : TEXCOORD2; #endif }; half4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } sampler2D_float _CameraDepthTexture; half _InvFade; half4 frag (v2f i) : SV_Target { #ifdef SOFTPARTICLES_ON half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); half partZ = i.projPos.z; half fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif half4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }