Shader "Hidden/Spine/Bones" { Properties { _Color ("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _Color; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; // #ifdef SOFTPARTICLES_ON // float4 projPos : TEXCOORD1; // #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // #ifdef SOFTPARTICLES_ON // o.projPos = ComputeScreenPos (o.vertex); // COMPUTE_EYEDEPTH(o.projPos.z); // #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D_float _CameraDepthTexture; fixed4 frag (v2f i) : SV_Target { return i.color * _Color * tex2D(_MainTex, i.texcoord); } ENDCG } } } }