Shader "Hovl/Particles/Add_CenterGlow" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Noise ("Noise", 2D) = "white" {} _Flow ("Flow", 2D) = "white" {} _Mask ("Mask", 2D) = "white" {} _SpeedMainTexUVNoiseZW ("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) _DistortionSpeedXYPowerZ ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) _Emission ("Emission", Float) = 2 _Color ("Color", Vector) = (0.5,0.5,0.5,1) [Toggle] _Usecenterglow ("Use center glow?", Float) = 0 [MaterialToggle] _Usedepth ("Use depth?", Float) = 0 [MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float) = 0 _Depthpower ("Depth power", Float) = 1 [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode ("Culling", Float) = 0 [Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1 [HideInInspector] _texcoord ("", 2D) = "white" {} } //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; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } }