// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.33 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.33;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33057,y:32649,varname:node_3138,prsc:2|emission-7241-RGB,alpha-7241-A;n:type:ShaderForge.SFN_Color,id:7241,x:32471,y:32812,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07843138,c2:0.3921569,c3:0.7843137,c4:1;proporder:7241;pass:END;sub:END;*/ Shader "Fog Volume/Primitive" { Properties { _Color ("Color", Color) = (0.07843138,0.3921569,0.7843137,1) [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull off CGPROGRAM #pragma vertex vert #pragma fragment frag //#define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal #pragma target 3.0 uniform float4 _Color; struct VertexInput { float4 vertex : POSITION; }; struct VertexOutput { float4 pos : SV_POSITION; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.pos = UnityObjectToClipPos(v.vertex ); return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: ////// Emissive: float3 emissive = _Color.rgb; float3 finalColor = emissive; return fixed4(finalColor,_Color.a); } ENDCG } } FallBack "Diffuse" // CustomEditor "ShaderForgeMaterialInspector" }