Shader "Particles/Additive Intensify" { Properties { _MainTex ("Texture", 2D) = "white" {} _Glow ("Intensity", Range(0, 127)) = 1 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 Cull Off ZWrite Off Blend SrcAlpha One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; half4 _MainTex_ST; half _Glow; struct vertIn { float4 pos : POSITION; half2 tex : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; half2 tex : TEXCOORD0; fixed4 color : COLOR; }; v2f vert (vertIn v) { v2f o; o.pos = UnityObjectToClipPos(v.pos); o.tex = v.tex * _MainTex_ST.xy + _MainTex_ST.zw; o.color = v.color; return o; } fixed4 frag (v2f f) : SV_Target { fixed4 col = tex2D(_MainTex, f.tex); col *= f.color; col *= _Glow; return col; } ENDCG } } FallBack "Mobile/Particles/Additive" }