Shader "ScriptableRenderPipeline/LightweightPipeline/Particles/Multiply" { Properties { _MainTex("Particle Texture", 2D) = "white" {} } Category { Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LightweightPipeline" "PreviewType" = "Plane"} Blend Zero SrcColor Cull Off Lighting Off ZWrite Off SubShader { Pass { Tags { "LightMode" = "LightweightForward" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; 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) }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { half4 prev = i.color * tex2D(_MainTex, i.texcoord); fixed4 col = lerp(half4(1,1,1,1), prev, prev.a); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode return col; } ENDCG } } } }