// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/EVP Particles Alpha Blended Shadows" { 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 _ShadowRange ("Shadow Range", Range(0.0, 1.0)) = 0.49 _ShadowBoost ("Shadow Boost", Range(0.0, 10.0)) = 1 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; 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; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 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_float _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : SV_Target { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } // Shadow rendering pass Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma target 3.0 // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT #pragma exclude_renderers gles // ------------------------------------- #define _ALPHABLEND_ON 1 #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "EVPParticleShadows.cginc" ENDCG } } Fallback "Particles/Alpha Blended" }