Shader "AIGame/EnemyCombatParticle" { Properties { _MainTex ("Soft particle", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } Pass { Blend SrcAlpha One Cull Off ZWrite Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; struct appdata { float4 vertex:POSITION; float2 uv:TEXCOORD0; float4 color:COLOR; }; struct v2f { float4 vertex:SV_POSITION; float2 uv:TEXCOORD0; float4 color:COLOR; }; v2f vert(appdata v) { v2f o; o.vertex=UnityObjectToClipPos(v.vertex); o.uv=v.uv; o.color=v.color; return o; } half4 frag(v2f i):SV_Target { return tex2D(_MainTex,i.uv)*i.color; } ENDHLSL } } }