Shader "Unlit/FireFlyNew" { Properties { _MainTex ("Albedo (Emissive)", 2D) = "white" {} _Wings ("Wings", 2D) = "white" {} _EmissiveAmount ("_EmissiveAmount", Float) =2.0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Pass { CGPROGRAM #pragma vertex vert alpha:fade #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float _EmissiveAmount; //float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv = v.uv; o.color.rgba = v.color.rgba; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); float4 emissive = i.color * col.a; clip(i.color.a - 0.5); col += emissive * pow(_EmissiveAmount, 2.2); return col; } ENDCG } Pass { Cull Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _Wings; //float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv = v.uv; o.color.rgba = v.color.rgba; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 wings = tex2D(_Wings, i.uv.zw); wings.a = lerp( wings.a, 0, i.color.a); return wings; } ENDCG } } }