// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "Ian's Fire Pack/Additive NoRim" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 } 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; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; half3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; //float3 viewDir; UNITY_FOG_COORDS(1) }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //darken rim to help reduce the appearence of geometry float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); half rim = saturate(dot (normalize(viewDir), v.normal)); o.color = v.color*pow(rim, 1);//*(rim - rim*rim)*3; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } sampler2D_float _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : SV_Target { fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }