Files
MoonlightVRC/Shader/WaterParticle.shader
DeMuenu 8780f50ebc Fixed stuff I broke by merging :-P
also twerked the waves a bit
2025-09-27 01:04:28 +02:00

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Shader "DeMuenu/World/Hoppou/WaterParticle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One One
ZWrite Off
Lighting Off
Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
return col * i.color; // col.a drives the blend
}
ENDCG
}
}
}