// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "CGwell FX/Mask Additive" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _MaskTex ("Masked Texture", 2D) = "gray" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } 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; sampler2D _MaskTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; float4 _MainTex_ST; float4 _MaskTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.texcoord1 = TRANSFORM_TEX(v.texcoord1,_MaskTex); return o; } fixed4 frag (v2f i) : COLOR { float4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); col.a *= tex2D(_MaskTex, i.texcoord1).r; return col; } ENDCG } } } }