Shader "MoleGame/Particles/Alpha" { Properties{ _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} //_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0 //4 equal [HideInInspector] _StencilComp("Stencil Comparison", Float) = 8 //2 ui mask [HideInInspector] _Stencil("Stencil ID", Float) = 0 } Category{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Stencil{ Ref[_Stencil] Comp[_StencilComp] } Blend SrcAlpha OneMinusSrcAlpha //ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader{ Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 //#pragma multi_compile_particles //#pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); return col; } ENDCG } } } }