Shader "my/Additive Color" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; float _PixelSize; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); fixed4 frag (v2f i) : SV_Target { float ratioX = (int)(i.texcoord.x * _PixelSize) / _PixelSize; float ratioY = (int)(i.texcoord.y * _PixelSize) / _PixelSize; fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, float2(ratioX, ratioY)); col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behavior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476) return col; } ENDCG } } } }