Shader "Suimono2/particle_AlphaOverlay" { 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+13" "IgnoreProjector"="True"} //Tags { "Queue"="Transparent-102" "IgnoreProjector"="True"} Blend SrcAlpha OneMinusSrcAlpha //AlphaTest Greater .01 //ColorMask RGB //ZTest LEqual Cull Back Lighting Off ZWrite Off Fog{Mode Off} //BindChannels { // Bind "Color", color // Bind "Vertex", vertex // Bind "TexCoord", texcoord //} SubShader { CGPROGRAM #pragma surface surf SuimonoNoLight vertex:vert alpha sampler2D _MainTex; float4 _TintColor; void vert (inout appdata_full v){ //UNITY_INITIALIZE_OUTPUT(Input,o); //o.customColor = abs(v.normal); v.vertex = v.vertex; } struct Input { float2 uv_MainTex; }; fixed4 LightingSuimonoNoLight (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) { fixed4 col; col.rgb = (s.Albedo+s.Alpha)*_LightColor0.rgb*2.0*atten; col.a = lerp((fixed)0.0, (fixed)2.0, s.Alpha); col.a = saturate(col.a); return col; } void surf (Input IN, inout SurfaceOutput o) { half4 col = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = col.rgb * _TintColor.rgb; o.Alpha = col.a; } ENDCG } } }