// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TENKOKU/star_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"="Background-24"} Tags {"Queue"="Background+1602"} //Blend SrcAlpha OneMinusSrcAlpha Blend One One Cull Off Lighting Off ZWrite Off Fog {Mode Off} Colormask RGB Offset 1,995500 SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag //#pragma fragmentoption ARB_precision_hint_fastest nofog //alpha //#pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; float4 _TintColor; float _tenkokuIsLinear; float4 _TenkokuAmbientColor; float _Tenkoku_AtmosphereDensity; float _Tenkoku_Ambient; float starTypeIndex; 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; } //sampler2D _CameraDepthTexture; //float _InvFade; half4 frag (v2f i) : SV_Target { fixed4 col; col = i.color * 3.0 * _TintColor * tex2D(_MainTex, i.texcoord); col.rgb *= col.a; //col.a = 5.0;//starIntensity * starTypeIndex;//5.0; half gammaFac = lerp(2.2,1.0,_tenkokuIsLinear); col *= gammaFac; //col.rgb = i.color; col = saturate(col); //col.a *= (1.0-_TenkokuAmbientColor.r); //col.a -= lerp(0.0,1.0,_Tenkoku_AtmosphereDensity*0.25); //col.a = saturate(col.a); col.rgb = col.rgb * (1.0 - saturate(_Tenkoku_Ambient*4)); col.a = 1.0; //clip(col.a - 0.2); return col; } ENDCG } } } }