// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Suimono2/particle_Alpha" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Overlay+22" "IgnoreProjector"="True"} Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off Fog{Mode Off} BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } SubShader { Pass { Tags{ "LightMode" = "ForwardBase" } Lighting On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest alpha #pragma multi_compile_particles #include "UnityCG.cginc" #include "AutoLight.cginc" sampler2D _MainTex; float4 _TintColor; uniform float4 _LightColor0; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; LIGHTING_COORDS(3,4) }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.color = o.color * _LightColor0; return o; } sampler2D _CameraDepthTexture; float _InvFade; half4 frag (v2f i) : COLOR { half la = LIGHT_ATTENUATION(i); return 1.0f * _TintColor * i.color * tex2D(_MainTex, i.texcoord) * la; } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { constantColor [_TintColor] combine constant * primary } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } // ---- Single texture cards (does not do color tint) SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } }