// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/Particle_AlphaBlend" { 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 OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off ZTest On SubShader{ Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles //#pragma multi_compile_fog #include "UnityCG.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; // UNITY_FOG_COORDS(1) //#ifdef SOFTPARTICLES_ON // float4 projPos : TEXCOORD2; //#endif }; float4 _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; float _InvFade; fixed4 frag(v2f i) : SV_Target { //#ifdef SOFTPARTICLES_ON // float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); // float partZ = i.projPos.z; // float fade = saturate(_InvFade * (sceneZ - partZ)); // i.color.a *= fade; //#endif fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); //UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } }