// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "CGwell FX/Alpha Blended Lv1" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) //_MainTex ("Particle Texture", 2D) = "white" {} _MainTex("Particle Texture (A = Transparency)", 2D) = "white"{} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; 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 = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { constantColor [_TintColor] combine constant * primary } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } // ---- Single texture cards (does not do color tint) SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } }