| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 | 
							- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
- Shader "ProFlares/Textured Flare Shader Gamma"
 
- {
 
- 	Properties 
 
-    	{
 
-     	_MainTex ( "Texture", 2D )	= "black" {}   
 
-   	}
 
-     
 
- 	SubShader 
 
- 	{
 
- 		Tags { "Queue"="Transparent+100" "IgnoreProjector"="True" "RenderType"="Transparent" }
 
-     	Pass 
 
- 		{    
 
- 			ZWrite Off
 
-       	 	ZTest Always 
 
-       	 	Blend One One
 
-      		
 
- 			CGPROGRAM
 
- 			
 
-  			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#pragma fragmentoption ARB_precision_hint_fastest
 
- 			#include "UnityCG.cginc"
 
- 			sampler2D	_MainTex;
 
-  
 
-            	struct VertInput
 
-             {
 
-                 half4 vertex	: POSITION;
 
-                 half2 texcoord	: TEXCOORD0;
 
- 			  	fixed4 color	: COLOR;
 
-             };
 
-            	struct Verts
 
-             {
 
-                 half4 pos		: SV_POSITION;
 
-                 half2 uv		: TEXCOORD0;
 
- 			  	fixed4 _color   : COLOR;
 
-             };
 
- 			Verts vert ( VertInput vert )
 
- 			{
 
- 				Verts v;
 
- 				v._color		= vert.color*(vert.color.a*3);
 
-     			v.pos			= UnityObjectToClipPos ( vert.vertex );
 
-    				v.uv 	  		= (vert.texcoord.xy);
 
-    				
 
- 				return v;
 
- 			}
 
-  	
 
- 			fixed4 frag ( Verts v ):COLOR
 
- 			{
 
-     			return tex2D ( _MainTex, v.uv ) * v._color;
 
- 			}
 
- 			ENDCG
 
- 		}
 
-  	}
 
- }
 
 
  |