I’m not very good at shader scripting.
I found this script for a self-illuminated material with alpha that worked for nearly all my purposes. Until I tried to use it with particles. The particles are set to fade out over time, but with this material the alpha stops working. Anybody have a solution for this? Thanks!
Shader "AlphaSelfIllum" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" { }
}
SubShader {
Tags { "Queue" = "Transparent" "RenderType"="Transparent"}
Pass {
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv);
return texcol * _Color;
}
ENDCG
}
}
Fallback off
}