// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "GAPH Custom Shader/Integrated Particle/Integrated Particle (ValueControl)"{ Properties{ [HDR]_TintColor("Tint Color",Color) = (0.5,0.5,0.5,0.5) _AllColorFactor("All Color Factor",float) = 1.0 _ColorRedFactor("Color Red Factor", float) = 1.0 _ColorGreenFactor("Color Green Factor", float) = 1.0 _ColorBlueFactor("Color Blue Factor",float) = 1.0 _MainTex("Particle Texture", 2D) = "white" {} [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc ("BlendSrc", float) = 1 [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst ("BlendDst", float) = 1 _InvFade("Soft Particle Factor", Range(0.01,3.0)) = 1.0 } Category{ Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} Blend [_BlendSrc] [_BlendDst] ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; float _AllColorFactor; float _ColorRedFactor; float _ColorGreenFactor; float _ColorBlueFactor; struct appdata_t { half4 vertex : POSITION; half4 color : COLOR; half2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : SV_POSITION; half4 color : COLOR; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON half4 projPos : TEXCOORD2; #endif }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos(o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o, o.vertex); return o; } sampler2D _CameraDepthTexture; half _InvFade; half4 frag(v2f i ) : SV_Target { #ifdef SOFTPARTICLES_ON half sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(i.projPos)))); half partZ = i.projPos.z; half fade = saturate(_InvFade * (sceneZ - partZ)); i.color.a *= fade; #endif half4 tex = tex2D(_MainTex,i.texcoord); tex = float4( //Compose each color data using color factors (tex.r) * _ColorRedFactor * 0.75f, (tex.g) * _ColorGreenFactor * 0.75f, (tex.b) * _ColorBlueFactor* 0.75f, tex.a); half4 res = _AllColorFactor * i.color * _TintColor * tex; //Merge all factor UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(0,0,0,0)); return res; } ENDCG } } } }