// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "LiteParticleEffect/Effect Add" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _CutTex ("Cutout (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.0 _UVScrollX("Main UV X Scroll",Float) = 0.0 _UVScrollY("Main UV Y Scroll",Float) = 0.0 _UVCutScrollX("Cut UV X Scroll",Float) = 0.0 _UVCutScrollY("Cut UV Y Scroll",FLoat) = 0.0 _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _CutTex; float4 _MainTex_ST; float4 _CutTex_ST; float _Cutoff; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { half4 vertex : SV_POSITION; fixed4 color : COLOR; half2 uv_MainTex: TEXCOORD0; half2 uv_CutOut : TEXCOORD1; UNITY_FOG_COORDS(2) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD3; #endif }; float _UVScrollX; float _UVScrollY; float _UVCutScrollX; float _UVCutScrollY; v2f vert (appdata v) { v2f o; UNITY_INITIALIZE_OUTPUT(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; float2 scroll = float2(_UVScrollX, _UVScrollY) * _Time.y; o.uv_MainTex = (v.uv + scroll) * _MainTex_ST.xy + _MainTex_ST.zw; scroll = float2(_UVCutScrollX, _UVCutScrollY) * _Time.y; o.uv_CutOut = (v.uv + scroll) * _CutTex_ST.xy + _CutTex_ST.zw; UNITY_TRANSFER_FOG(o,o.vertex); return o; } sampler2D_float _CameraDepthTexture; float _InvFade; half4 frag(v2f i) : SV_Target { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif fixed4 c = tex2D(_MainTex, i.uv_MainTex); c *= i.color ; fixed ca = tex2D(_CutTex, i.uv_CutOut).a; c.a *= ca; c.a = saturate((ca - _Cutoff)*100)*c.a; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode return c; } ENDCG } } Fallback "Transparent/VertexLit" }