Shader "NatureManufacture/Particles/Moon" { Properties { [HDR]_Moon_Color_RGB_Alpha_A("Moon Color (RGB) Alpha(A)", Color) = (1,1,1,1) _Moon_Texture_RGB_Alpha_A("Moon Texture (RGB) Alpha (A)", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back CGPROGRAM #pragma target 3.0 #pragma surface surf Unlit alpha:fade keepalpha noshadow nofog struct Input { float2 uv_texcoord; }; uniform float4 _Moon_Color_RGB_Alpha_A; uniform sampler2D _Moon_Texture_RGB_Alpha_A; uniform float4 _Moon_Texture_RGB_Alpha_A_ST; inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0, 0, 0, s.Alpha ); } void surf( Input i , inout SurfaceOutput o ) { float3 appendResult309 = (float3(_Moon_Color_RGB_Alpha_A.rgb)); float2 uv_Moon_Texture_RGB_Alpha_A = i.uv_texcoord * _Moon_Texture_RGB_Alpha_A_ST.xy + _Moon_Texture_RGB_Alpha_A_ST.zw; float4 tex2DNode328 = tex2D( _Moon_Texture_RGB_Alpha_A, uv_Moon_Texture_RGB_Alpha_A ); float3 appendResult312 = (float3(tex2DNode328.rgb)); o.Emission = ( appendResult309 * appendResult312 ); o.Alpha = ( _Moon_Color_RGB_Alpha_A.a * tex2DNode328.a ); } ENDCG } }