Shader "Enviro3/Lightning" { Properties { _MainTex ("Texture", 2D) = "white" {} _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _BrightnessMod("Brightness Mod ", float) = 250 _Brightness("Brightness ", float) = 250 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One One ColorMask RGBA Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_particles #pragma multi_compile_fog #pragma exclude_renderers gles #include "UnityCG.cginc" #include "../Includes/FogInclude.cginc" sampler2D _MainTex; float4 _TintColor; float _Brightness = 1; float _BrightnessMod = 1; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float4 wpos : TEXCOORD1; float4 screenPos : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); float3 viewVector = mul(unity_CameraInvProjection, float4(v.texcoord.xy * 5 - 1, 0, 1)); o.wpos = mul(unity_CameraToWorld, float4(viewVector, 0)); o.screenPos = ComputeScreenPos(v.vertex); return o; } float4 frag (v2f i) : SV_Target { float3 worldPos = i.wpos.xyz; float2 screenPos = (i.screenPos.xy/i.screenPos.w); float depth = i.screenPos.w; float4 col = tex2D(_MainTex, i.texcoord) * _TintColor; col.rgb *= _Brightness * _BrightnessMod; //col.rgb = ApplyFogAndVolumetricLights(col.rgb,screenPos,worldPos,depth); col.rgb *= col.a; return col; } ENDCG } } } Fallback "Legacy Shaders/Transparent/Diffuse" }