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Gerard Gascón 2025-04-24 17:37:25 +02:00
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Shader "CD_R00M_Mats/unlitParticleCustom"
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Properties
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_AlphaBoost("Alpha Boost", Float)=0
}
SubShader
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Tags { "RenderType"="transparent" "Queue"="transparent" }
Blend SrcAlpha One
ZWrite Off
//Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
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float4 _MainTex_ST;
float _AlphaBoost;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
fixed4 newCol = col * i.color;
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ENDCG
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