Shader "LightweightPipeline/Particles/Standard Unlit" { Properties { _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DistortionStrength("Strength", Float) = 1.0 _DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5 _SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0 _SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0 _CameraNearFadeDistance("Camera Near Fade", Float) = 1.0 _CameraFarFadeDistance("Camera Far Fade", Float) = 2.0 // Hidden properties [HideInInspector] _Mode("__mode", Float) = 0.0 [HideInInspector] _ColorMode("__colormode", Float) = 0.0 [HideInInspector] _FlipbookMode("__flipbookmode", Float) = 0.0 [HideInInspector] _LightingEnabled("__lightingenabled", Float) = 0.0 [HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0 [HideInInspector] _EmissionEnabled("__emissionenabled", Float) = 0.0 [HideInInspector] _BlendOp("__blendop", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 [HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0 [HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0 [HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0) [HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0) [HideInInspector] _ColorAddSubDiff("__coloraddsubdiff", Vector) = (0,0,0,0) [HideInInspector] _DistortionStrengthScaled("__distortionstrengthscaled", Float) = 0.0 } Category { SubShader { Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False"} BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] ColorMask RGB Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 2.5 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON #pragma shader_feature _REQUIRE_UV2 #pragma multi_compile_shadowcaster #pragma vertex vertParticleShadowCaster #pragma fragment fragParticleShadowCaster #include "UnityStandardParticleShadow.cginc" ENDCG } Pass { CGPROGRAM #pragma multi_compile __ SOFTPARTICLES_ON #pragma multi_compile_fog #pragma target 2.5 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _FADING_ON #pragma shader_feature _REQUIRE_UV2 #pragma vertex vertParticleUnlit #pragma fragment fragParticleUnlit #include "UnityStandardParticles.cginc" ENDCG } } } CustomEditor "LightweightStandardParticlesShaderGUI" }