miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/YXZ_Particle Add.shader

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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
}
}
}
}