Shader "Ethical Motion/Particles/Lit MultiLight" { Properties { _TintColor ("Tint Color", Vector) = (0.5,0.5,0.5,0.5) _MainTex ("Base (RGB)", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1 _Thickness ("Thickness Factor", Range(0, 1)) = 0.05 _BackLight ("Backlight Power", Range(0.5, 6)) = 2 _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 _FadeStart ("Distance fade start", Float) = 2 _FadeEnd ("Distance fade end", Float) = 10 [HideInInspector] _AlphaMode ("_AlphaMode", Float) = 0 [HideInInspector] _LightingMode ("_LightingMode", Float) = 0 [HideInInspector] _LightCount ("_LightCount", Float) = 0 [HideInInspector] _BlendMode ("_BlendMode", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Hidden/Ethical Motion/Particles/Lit Alpha Blend Shadow Fallback" //CustomEditor "EMMaterialInspector" }