// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Particles/Standard Surface EmissionMod" { Properties { _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _MetallicGlossMap("Metallic", 2D) = "white" {} [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _Glossiness("Smoothness", 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] _FlipbookMode ("__flipbookmode", Float) = 0.0 [HideInInspector] _LightingEnabled ("__lightingenabled", Float) = 1.0 [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] _DistortionStrengthScaled ("__distortionstrengthscaled", Float) = 0.0 } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" } BlendOp [_BlendOp] Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_Cull] GrabPass { Tags { "LightMode" = "Always" } "_GrabTexture" } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _REQUIRE_UV2 #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertParticleShadowCaster #pragma fragment fragParticleShadowCaster #include "UnityStandardParticleShadow.cginc" ENDCG } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.0 #pragma shader_feature _ _ALPHATEST_ON #pragma shader_feature _REQUIRE_UV2 #pragma multi_compile_instancing #pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #include "UnityStandardParticleEditor.cginc" ENDCG } Pass { Name "ScenePickingPass" Tags{ "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #pragma target 3.0 #pragma shader_feature _ _ALPHATEST_ON #pragma shader_feature _REQUIRE_UV2 #pragma multi_compile_instancing #pragma instancing_options procedural:vertInstancingSetup #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #include "UnityStandardParticleEditor.cginc" ENDCG } CGPROGRAM #pragma surface surf Standard nolightmap nometa noforwardadd keepalpha vertex:vert #pragma multi_compile __ SOFTPARTICLES_ON #pragma multi_compile_instancing #pragma instancing_options procedural:vertInstancingSetup #pragma target 3.0 #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _FADING_ON #pragma shader_feature _REQUIRE_UV2 #pragma shader_feature EFFECT_BUMP #include "UnityStandardParticlesEmissionMod.cginc" ENDCG } Fallback "VertexLit" CustomEditor "StandardParticlesShaderGUI" }