// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Polaris/DemoBRP/Thunder" { Properties { _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DistortionStrength("Strength", Float) = 1.0 _DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5 _SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0 _SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0 _CameraNearFadeDistance("Camera Near Fade", Float) = 1.0 _CameraFarFadeDistance("Camera Far Fade", Float) = 2.0 // Hidden properties [HideInInspector] _Mode ("__mode", Float) = 0.0 [HideInInspector] _ColorMode ("__colormode", Float) = 0.0 [HideInInspector] _FlipbookMode ("__flipbookmode", Float) = 0.0 [HideInInspector] _LightingEnabled ("__lightingenabled", Float) = 0.0 [HideInInspector] _DistortionEnabled ("__distortionenabled", Float) = 0.0 [HideInInspector] _EmissionEnabled ("__emissionenabled", Float) = 0.0 [HideInInspector] _BlendOp ("__blendop", Float) = 0.0 [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", Float) = 0.0 [HideInInspector] _ZWrite ("__zw", Float) = 1.0 [HideInInspector] _Cull ("__cull", Float) = 2.0 [HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0 [HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0 [HideInInspector] _SoftParticleFadeParams ("__softparticlefadeparams", Vector) = (0,0,0,0) [HideInInspector] _CameraFadeParams ("__camerafadeparams", Vector) = (0,0,0,0) [HideInInspector] _ColorAddSubDiff ("__coloraddsubdiff", Vector) = (0,0,0,0) [HideInInspector] _DistortionStrengthScaled ("__distortionstrengthscaled", Float) = 0.0 } Category { SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" } BlendOp [_BlendOp] Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_Cull] ColorMask RGB GrabPass { Tags { "LightMode" = "Always" } "_GrabTexture" } Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma multi_compile __ SOFTPARTICLES_ON #pragma multi_compile_fog #pragma target 2.5 #pragma shader_feature_local_fragment _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON #pragma shader_feature_local _NORMALMAP #pragma shader_feature_fragment _EMISSION #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _REQUIRE_UV2 #pragma shader_feature_local EFFECT_BUMP #pragma vertex vertParticleUnlit #pragma fragment fragParticleUnlit #pragma multi_compile_instancing #pragma instancing_options procedural:vertInstancingSetup #include "ThunderParticles.cginc" ENDCG } } } Fallback "VertexLit" CustomEditor "StandardParticlesShaderGUI" }