Shader "Hidden/VolumetricLights/TransparentMultiply" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1) } SubShader { Blend Zero SrcColor, One Zero ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" half3 _TranslucencyIntensity; #define TRANSLUCENCY_INTENSITY _TranslucencyIntensity.x #define TRANSLUCENCY_BLEND _TranslucencyIntensity.y sampler2D _MainTex; float4 _MainTex_ST; half3 _Color; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float4 uv : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = float4(TRANSFORM_TEX(v.uv, _MainTex), o.vertex.zw); return o; } half4 frag (v2f i) : SV_Target { half4 color = tex2D(_MainTex, i.uv.xy); color.rgb *= _Color; color.rgb = lerp(1.0.xxx, color.rgb * TRANSLUCENCY_INTENSITY, TRANSLUCENCY_BLEND); color.a = i.uv.z/i.uv.w; return color; } ENDCG } } }