Shader "KriptoFX/FPS_Pack/Rocks" { Properties{ [HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} _InvFade("Soft Particles Factor", Range(0.01,5)) = 1.0 } SubShader{ Cull Off ZWrite On Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D RFX4_PointLightAttenuation; half4 RFX4_AmbientColor; float4 RFX4_LightPositions[40]; float4 RFX4_LightColors[40]; int RFX4_LightCount; sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; half3 normal:NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(3) UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; half3 ShadeCustomLights(float4 vertex, half3 normal, int lightCount) { float3 worldPos = mul(unity_ObjectToWorld, vertex); float3 worldNormal = UnityObjectToWorldNormal(normal); float3 lightColor = RFX4_AmbientColor.xyz; for (int i = 0; i < lightCount; i++) { float3 lightDir = RFX4_LightPositions[i].xyz - worldPos.xyz * RFX4_LightColors[i].w; half normalizedDist = length(lightDir) / RFX4_LightPositions[i].w; fixed attenuation = tex2Dlod(RFX4_PointLightAttenuation, half4(normalizedDist.xx, 0, 0)); attenuation = lerp(1, attenuation, RFX4_LightColors[i].w); float diff = max(0, dot(normalize(worldNormal), normalize(lightDir))); lightColor += RFX4_LightColors[i].rgb * (diff * attenuation); } return (lightColor); } v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color * _TintColor; o.color.rgb *= ShadeCustomLights(v.vertex, v.normal, RFX4_LightCount) ; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } sampler2D_float _CameraDepthTexture; float _InvFade; fixed4 frag(v2f i) : SV_Target { fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG(i.fogCoord, col); col.a = saturate(col.a); return col; } ENDCG } Pass { Tags{ "Queue" = "Transparent" "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; }; struct v2f { V2F_SHADOW_CASTER; }; v2f vert(appdata v) { v2f o; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag(v2f i) : COLOR { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }