Shader /*ase_name*/ "Hidden/Templates/Legacy/Particles Alpha Blended" /*end*/ { 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 /*ase_props*/ } Category { SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off ZTest LEqual /*ase_pass*/ Pass { CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_instancing #pragma multi_compile_particles #pragma multi_compile_fog /*ase_pragma*/ #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p;uv0=tc0;c=c*/ }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD2; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(3,):sp=sp.xyzw;uv0=tc0;c=c*/ }; #if UNITY_VERSION >= 560 UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); #else uniform sampler2D_float _CameraDepthTexture; #endif //Don't delete this comment // uniform sampler2D_float _CameraDepthTexture; uniform sampler2D _MainTex; uniform fixed4 _TintColor; uniform float4 _MainTex_ST; uniform float _InvFade; /*ase_globals*/ v2f vert ( appdata_t v /*ase_vert_input*/ ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); /*ase_vert_code:v=appdata_t;o=v2f*/ v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = v.texcoord; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( i ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif /*ase_frag_code:i=v2f*/ fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw )/*end*/; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } CustomEditor "ASEMaterialInspector" }