Shader /*ase_name*/ "Particles Alpha Blended Textureless" /*end*/ { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 /*ase_props*/ } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ } SubShader { Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off /*ase_pass*/ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog /*ase_pragma*/ #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/ }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD2; #endif UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/ }; uniform fixed4 _TintColor; uniform sampler2D_float _CameraDepthTexture; uniform float _InvFade; /*ase_globals*/ v2f vert ( appdata_t v /*ase_vert_input*/ ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata_t;o=v2f*/ v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color * _TintColor; o.texcoord = v.texcoord; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag ( v2f i /*ase_frag_input*/ ) : 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 /*ase_frag_code:i=v2f*/ fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color/*end*/; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } CustomEditor "ASEMaterialInspector" }