miduo_client/Assets/ManagedResources/PublicArtRes/Shaders/LayaShuriKenParticle.shader

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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"
}