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