VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Materials/Shaders/ParticleAdditive.shader
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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Shader "Unlit/ParticleAdditive"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AlphaColor ("Alpha Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull Back
Lighting Off
ZWrite Off
Blend SrcAlpha One, OneMinusDstAlpha One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct vertexInput
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct fragmentInput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _AlphaColor;
fragmentInput vert(vertexInput input)
{
fragmentInput output;
UNITY_INITIALIZE_OUTPUT(fragmentInput, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
output.color = input.color;
return output;
}
fixed4 frag(fragmentInput input) : SV_Target
{
fixed4 col = tex2D(_MainTex, input.uv);
col.rgb = lerp(_AlphaColor.rgb, col.rgb, col.a);
return col * input.color;
}
ENDCG
}
}
}