Shader "shader_flare" { Properties { _TextureSample0("Texture Sample 0", 2D) = "white" {} _Opacity("Opacity", Float) = 1 _Emission("Emission", Float) = 1 _Color("Color", Color) = (1,1,1,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Back CGPROGRAM #pragma target 3.0 #pragma surface surf Standard alpha:fade keepalpha noshadow struct Input { float2 uv_texcoord; }; uniform float4 _Color; uniform sampler2D _TextureSample0; uniform float4 _TextureSample0_ST; uniform float _Emission; uniform float _Opacity; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw; float4 tex2DNode1 = tex2D( _TextureSample0, uv_TextureSample0 ); o.Emission = ( ( _Color * tex2DNode1 ) * _Emission ).rgb; o.Alpha = ( tex2DNode1.a * _Opacity ); } ENDCG } CustomEditor "ASEMaterialInspector" }