// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "EffectCore/alphaBlend_glow" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Glow ("Glow", Float ) = 2 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Glow; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos(v.vertex ); return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: ////// Emissive: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 emissive = (_MainTex_var.rgb*i.vertexColor.rgb*_Glow); float3 finalColor = emissive; return fixed4(finalColor,(_MainTex_var.a*i.vertexColor.a)); } ENDCG } } FallBack "Mobile/Particles/Additive" }