Shader "Mobile/Particles/Multiply Culled" { Properties { _MainTex ("Main Texture", 2D) = "white" {} } Category { Tags { "Queue" = "Transparent" } Blend Zero SrcColor Lighting Off ZWrite Off Fog { Mode Off } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } SetTexture [_MainTex] { constantColor (1,1,1,1) combine previous lerp (previous) constant } } } // ---- Single texture cards (does not do particle colors) SubShader { Pass { SetTexture [_MainTex] { constantColor (1,1,1,1) combine texture lerp(texture) constant } } } } }