Shader "Hovl/Particles/Lit_CenterGlow" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Emission("Emission", Float) = 1.2 _Metallic("Metallic", Range( 0 , 1)) = 0 _Smoothness("Smoothness", Range( 0 , 1)) = 0.2 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" "IsEmissive" = "true" } Cull Back CGPROGRAM //#pragma target 3.0 #pragma surface surf Standard keepalpha noshadow struct Input { float2 uv_texcoord; float4 vertexColor : COLOR; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Color; uniform float _Emission; uniform float _Metallic; uniform float _Smoothness; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode5 = tex2D( _MainTex, uv_MainTex ); o.Albedo = ( tex2DNode5 * _Color * i.vertexColor ).rgb; o.Emission = ( tex2DNode5 * _Color * i.vertexColor * _Emission ).rgb; o.Metallic = _Metallic; o.Smoothness = _Smoothness; o.Alpha = 1; } ENDCG } }