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