// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/Mobile/Particles/Additive" { Properties { _TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5) _MainTex("Particle Texture", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _TintColor; struct appdata_t { float4 position : POSITION; float4 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; UNITY_FOG_COORDS(1) }; v2f vert(appdata_t v) { v2f o; o.position = UnityObjectToClipPos(v.position); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0); return col; } ENDCG SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog ENDCG } } }