It’s possible to use Surface ShadersA program that runs on the GPU. More info
See in Glossary with custom vertex streams, although there are some extra things to be aware of:
appdata_particles
.uv
. To prevent the automatic handling from causing problems here, be sure to give your UV inputs different names (for example, “texcoord”).Here is the same functionality as the Standard Shader, but in a Surface Shader:
Shader "Particles/Anim Alpha Blend Surface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard alpha vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct appdata_particles {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float4 texcoords : TEXCOORD0;
float texcoordBlend : TEXCOORD1;
};
struct Input {
float2 uv_MainTex;
float2 texcoord1;
float blend;
float4 color;
};
void vert(inout appdata_particles v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
o.uv_MainTex = v.texcoords.xy;
o.texcoord1 = v.texcoords.zw;
o.blend = v.texcoordBlend;
o.color = v.color;
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 colA = tex2D(_MainTex, IN.uv_MainTex);
fixed4 colB = tex2D(_MainTex, IN.texcoord1);
fixed4 c = 2.0f * IN.color * lerp(colA, colB, IN.blend) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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