Shader "CompassNavigatorPro/Beacon" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) _EmissionMap("Emission Map", 2D) = "black" {} _EmmisionColor("Emission Color", Color) = (1,1,1,1) _Intensity("Intensity", Float) = 1 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float2 uvEmission : TEXCOORD1; UNITY_FOG_COORDS(2) }; sampler2D _MainTex, _EmissionMap; float4 _MainTex_ST, _EmissionMap_ST; fixed4 _Color, _EmissionColor; fixed _Intensity; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uvEmission = TRANSFORM_TEX(v.uv, _EmissionMap); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * _Color; fixed4 emi = tex2D(_EmissionMap, i.uvEmission) * _EmissionColor; col += emi; col.a *= _Color.a; col *= _Intensity; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }