// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "Ian's Fire Pack/Additive Shimmer" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _Overlay ("Overlay (RGB)", 2D) = "white" {} _OverlayColor ("Overlay Color. Overlay Strength(A)", Color) = (1,1,1,1) _ScrollDir ("Scroll Direction", Vector) = (0, 0, 0, 0) } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; sampler2D _Overlay; fixed4 _OverlayColor; fixed4 _ScrollDir; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 uv_Overlay : TEXCOORD2; UNITY_FOG_COORDS(1) }; float4 _MainTex_ST, _Overlay_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.uv_Overlay = TRANSFORM_TEX(v.texcoord, _Overlay); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 overlay1 = tex2D(_Overlay, i.uv_Overlay + float2(_Time.x * _ScrollDir.x, _Time.x * _ScrollDir.y) ); fixed4 overlay2 = tex2D(_Overlay, i.uv_Overlay + float2(_Time.x * _ScrollDir.z, _Time.x * _ScrollDir.w) ); fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord) * lerp(fixed4(1, 1, 1, 1), (overlay1*overlay2)*_OverlayColor, _OverlayColor.a); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }