//This is only shadow casting shader. It does not actually do anything else //If you want to change the appearance of lit particles change their shaders Shader "Hidden/Ethical Motion/Particles/Lit Alpha Blend Shadow Fallback" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Base (RGB)", 2D) = "white" {} _Thickness ("Thickness Factor", Range(0.0, 0.2)) = 0.05 _Cutoff ("Alpha cutoff", Range(0,1) ) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Transparentcutout"} Cull Back CGPROGRAM #pragma surface surf Standard alphatest:_Cutoff addshadow novertexlights nolightmap noforwardadd approxview halfasview sampler2D _MainTex; sampler2D _CameraDepthTexture; fixed4 _TintColor; struct Input { float2 uv_MainTex; float4 color : COLOR; }; void surf (Input i, inout SurfaceOutputStandard o) { half main_tex = tex2D (_MainTex, i.uv_MainTex).a; o.Albedo = 0; o.Alpha = 2 * main_tex * i.color.a; } ENDCG } Fallback "Legacy Shaders/Transparent/Cutout/VertexLit" }