// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "ParticleEffect_Shader/(Shader) Normal Alpha Blended" { Properties{ [HDR]_TintColor("Tint Color",Color) = ( 0.5, 0.5, 0.5, 0.5 ) _AllColorFactor("All Color Factor",float) = 1.0 _ColorRedFactor("Color Red Factor", float) = 1.0 _ColorGreenFactor("Color Green Factor", float) = 1.0 _ColorBlueFactor("Color Blue Factor",float) = 1.0 _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 ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader{ Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; float _AllColorFactor; float _ColorRedFactor; float _ColorGreenFactor; float _ColorBlueFactor; 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 _CameraDepthTexture; float _InvFade; fixed4 frag(v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate(_InvFade * (sceneZ - partZ)); i.color.a *= fade; #endif fixed4 tex = tex2D(_MainTex,i.texcoord); tex = fixed4(tex.r * _ColorRedFactor, tex.g * _ColorGreenFactor, tex.b * _ColorBlueFactor, tex.a); fixed4 res = _AllColorFactor * i.color * _TintColor * tex; UNITY_APPLY_FOG(i.texcoord, res); return res; } ENDCG } } } }