Shader "MobileRenderloop/Particles/Alpha Blended Premultiply" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { NAME "SRP_PARTICLES_ALPHA_BLEND_PREMULTIPLY" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float _InvFade; fixed4 frag (v2f i) : SV_Target { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif return i.color * tex2D(_MainTex, i.texcoord) * i.color.a; } ENDCG } } } }