Shader "UI Extensions/Particles/Additive" { 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 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] SubShader { Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP 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 IN) { v2f v; v.vertex = UnityObjectToClipPos(IN.vertex); #ifdef SOFTPARTICLES_ON v.projPos = ComputeScreenPos (v.vertex); COMPUTE_EYEDEPTH(v.projPos.z); #endif v.color = IN.color; v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex); UNITY_TRANSFER_FOG(v,v.vertex); return v; } sampler2D_float _CameraDepthTexture; float _InvFade; fixed4 frag (v2f IN) : SV_Target { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos))); float partZ = IN.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); IN.color.a *= fade; #endif fixed4 col = 2.0f * IN.color * _TintColor * tex2D(_MainTex, IN.texcoord); UNITY_APPLY_FOG_COLOR(IN.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }