Shader "Unlit/ParticleDot_Shader" { Properties { [HDR] _Color("Color", Color)=(1, 0, 0, 1) _Rad("Radius", Float)=1 _Density("Density", Range(-10, 1))=1 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } Blend SrcAlpha One Cull Off 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 vertexColor : COLOR; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 vertexColor : COLOR; }; float4 _Color; float _Rad; float _Density; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.vertexColor = v.vertexColor; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { _Rad*=2; float2 centeredUV = i.uv + float2(-0.5, -0.5); float circle = length(centeredUV*_Rad); circle = 1-smoothstep(min(1, _Density), 1, circle); return float4(_Color.rgb, circle*i.vertexColor.a); } ENDCG } } }