Shader "Custom/LightweightPipeline/CustomParticleData" { Properties { _Color("Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" "IgnoreProjectors" = "True" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; float3 uv2 : TEXCOORD1; }; struct v2f { float4 uv : TEXCOORD0; float3 uv2 : TEXCOORD1; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.uv2 = v.uv2; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = float4(i.uv.zw, i.uv2.x, 1); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }