Shader "CD_R00M_Mats/unlitParticleCustom" { Properties { _MainTex ("Texture", 2D) = "white" {} _AlphaBoost("Alpha Boost", Float)=0 } SubShader { 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; }; sampler2D _MainTex; 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; return fixed4(newCol.rgb, newCol.a*_AlphaBoost); } ENDCG } } }