// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TENKOKU/fx_Particle_Lightning" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _LightFac ("LightFactor", Range(0.0,1.0)) = 1.0 _LightningFac ("LightningFactor", Range(0.0,1.0)) = 1.0 } Category { //Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" "RenderType"="Opaque" } //Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" } //Blend SrcAlpha OneMinusSrcAlpha //Cull Off Lighting Off ZWrite Off Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" } //Tags {"Queue"="Geometry"} //Blend SrcAlpha OneMinusSrcAlpha Blend One One ColorMask RGBA Cull Off Lighting Off ZWrite Off //Offset 1,70000 //Tags {"Queue"="Background+1605"} //Cull Front //Fog {Mode Off} //Offset 1,80000 //Blend SrcAlpha OneMinusSrcAlpha SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag //#pragma multi_compile_particles //#pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; float _LightFac,_LightningFac; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD1; //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); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.uv = v.texcoord.xy; return o; } float Tenkoku_LightningIntensity; float Tenkoku_LightningLightIntensity; fixed4 frag (v2f i) : SV_Target { fixed4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord); //lightning //Tenkoku_LightningIntensity = 1.0; //Tenkoku_LightningIntensity //Tenkoku_LightningLightIntensity col.rgb = col.rgb * _TintColor.rgb * Tenkoku_LightningLightIntensity * lerp(0.5,10,col.b); col.a = 1.0;//Tenkoku_LightningLightIntensity; //clip(col.r-0.1); return col; } ENDCG } } } }