Shader "MY/Particles/SrcAdd" { Properties { _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} _Value("Value", float) = 2.0 _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } Category { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"} ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off Fog { Mode Off } ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; half4 _MainTex_ST; fixed4 _TintColor; half _Value; fixed _Cutoff; struct appdata_t { half4 vertex : POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : COLOR { fixed4 col = _Value * i.color * _TintColor * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); clip(col.a - _Cutoff); return col; } ENDCG } } } }