Shader "Enviro/Particles/WeatherParticlesAdditive" { 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 _lightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0 } Category { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend One OneMinusSrcColor ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_particles #pragma multi_compile_fog #pragma exclude_renderers gles #include "UnityCG.cginc" #include "../../Resources/Shaders/Core/EnviroFogCore.cginc" sampler2D _MainTex; fixed4 _TintColor; float4 _EnviroLighting; float _lightIntensity; float _InvFade; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) float4 projPos : TEXCOORD2; float3 posWorld : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); //float _InvFade; fixed4 frag (v2f i) : SV_Target { float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); #ifdef SOFTPARTICLES_ON float partZ = i.projPos.z; float fade = saturate(_InvFade * (sceneZ - partZ)); i.color.a *= fade; #endif half4 col = i.color * tex2D(_MainTex, i.texcoord); col.rgb *= _EnviroLighting * 1.5; col.rgb *= col.a; UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0, 0, 0, 0)); // fog towards black due to our blend mode //half linear01Depth = LinearEyeDepth(i.projPos.z); float4 fog = TransparentFog(col, i.posWorld, i.projPos.xy, sceneZ); fog.rgb *= col.rgb; return fog; } ENDCG } } } }