// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TENKOKU/fx_Particle" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags {"Queue"="Overlay+11"} Blend SrcAlpha OneMinusSrcAlpha //Blend One One Cull Back Lighting Off ZWrite On //ZTest Always SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _TintColor; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; 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; } half4 frag (v2f i) : COLOR { fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); col.rgb = lerp(_TintColor.rgb,col.rgb,col.a)*0.5; //col.rgb = lerp(col.rgb,fixed3(1,1,1),0.25); col.rgb = clamp(col.rgb,0.15,1.0); //col.rgb = _TintColor.rgb; clip (col.a-0.1); return col; } ENDCG } } } }