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61 行
1.4 KiB

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
}
}
}