Shader "GlobalSnow/Snow Particle Surface Shader" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } ColorMask RGB Cull Off ZWrite Off SubShader { CGPROGRAM #pragma surface surf Simple vertex:vert alpha #pragma target 3.0 #include "UnityCG.cginc" sampler2D _MainTex; float _InvFade; struct Input { fixed4 color: COLOR; float2 uv_MainTex; }; half4 LightingSimple(SurfaceOutput s, half3 lightDir, half atten) { half4 c; c.rgb = saturate(s.Albedo * _LightColor0.rgb * atten); c.a = s.Alpha; return c; } void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color; } void surf(Input IN, inout SurfaceOutput o) { fixed4 co = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = co.rgb; o.Alpha = co.a * IN.color.a; } ENDCG } } }