Shader "Unlit/ParticleTex_Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Cull Off Blend SrcAlpha One ZWrite 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; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; v.color = o.color; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); return col * i.color; } ENDCG } } }