Shader "UsayaLib/3D/Unlit/TextureEmission" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Texture Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Blend One OneMinusSrcAlpha Cull Off ZWrite Off Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 color : COLOR; float4 vertex : SV_POSITION; UNITY_FOG_COORDS(1) }; 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;// * _Color; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv) * i.color; color.rgb += _Color.rgb; color.a *= i.color.a * _Color.a; color.rgb *= color.a; UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0); return color; } ENDCG } } }