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|
Shader
"Unlit/Particle"
{
Properties
{
_MainTex (
"Base (RGB), Alpha (A)"
, 2D) =
"black"
{}
}
SubShader
{
LOD 100
Tags
{
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct
appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct
v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return
o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col;
col = tex2D(_MainTex, i.texcoord);
col.a = col.rgb;
return
col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
ColorMask RGB
Blend One OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
|
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