// Author: Blastom // 仅用于摄像机拍摄UI面板的RenderTexture // 该材质会向颜色Buffer中写入Alpha值,因此不会在没有背景时被剔除 Shader "Zhanyou/Particles/AdditiveAlphaWriteWH" { Properties { _TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5) _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } //BlendOp Add, Max Blend One One//, One One Cull Off ColorMask RGB Lighting Off ZWrite Off ZTest Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; uniform float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 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); col.rgb *= col.a; //col.a = 0.004; UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }