Shader "MyShader/Illusion/Alpha" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _MulRatio("MulRatio", Range(0, 5)) = 1 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off Fog { Mode off } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _TintColor; fixed _MulRatio; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color * _TintColor; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } half4 frag (v2f i) : COLOR { half4 result = 2.0f * i.color * tex2D(_MainTex, i.texcoord); result.a = saturate(result.a); UNITY_APPLY_FOG(i.fogCoord, result); result.rgb *= _MulRatio; return result; } ENDCG } } } }