Shader "FORGE3D/Warp Jump" { Properties { _TintColorA ("Tint Color A", Color) = (0.5,0.5,0.5,0.5) _TintColorB ("Tint Color B", Color) = (0.5,0.5,0.5,0.5) _Mult ("Color strength", float) = 1 _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend One One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Mode Off } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; float4 _TintColorA, _TintColorB; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = v.texcoord; return o; } sampler2D_float _CameraDepthTexture; float _InvFade, _Mult; float4 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 float4 final = tex2D(_MainTex, i.texcoord); final = lerp(_TintColorA * _TintColorA.a * _Mult, _TintColorB * _TintColorB.a * _Mult, final * _Mult) * final; return float4(i.color.a * final.xyz * i.color.xyz, 1); } ENDCG } } } }