// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TENKOKU/planet_shader" { 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 } Category { //Tags { "Queue"="Overlay+8" } //Tags {"Queue"="Background-5"} Tags {"Queue"="Background+1603"} //Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .03 //Blend OneMinusDstColor SrcAlpha //Blend SrcAlpha OneMinusSrcAlpha // Alpha blending Blend SrcAlpha One //Blend One One //Blend One One // Additive //Blend OneMinusDstColor One // Soft Additive //Blend DstColor Zero // Multiplicative //BlendOp Sub //Blend SrcAlpha One //BlendOp Max //ColorMask B Cull Back Lighting On Fog {Mode Off} //ZTest Less //ZTest Greater ZWrite Off Offset 1,960500 Stencil { Ref 2 Comp Greater Pass Replace Fail Keep ZFail Replace } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest nofog //#pragma multi_compile_particles #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; //#ifdef SOFTPARTICLES_ON //float4 projPos : TEXCOORD1; //#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); return o; } sampler2D _CameraDepthTexture; float _InvFade; half4 frag (v2f i) : SV_Target { //#ifdef SOFTPARTICLES_ON //float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r); //float partZ = i.projPos.x; //float fade = saturate (sceneZ); //i.color.a = saturate(fade*0.1); //#endif i.color *= 3.0 * _TintColor * tex2D(_MainTex, i.texcoord); return i.color; } ENDCG } } } }