particle_spark_base.shader 356 B

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  1. shader_type spatial;
  2. render_mode blend_add,depth_draw_opaque,cull_disabled,unshaded;
  3. uniform vec4 color:hint_color;
  4. uniform sampler2D texture_gr:hint_albedo;
  5. void vertex() {
  6. VERTEX.yz*=5.;
  7. VERTEX.x*=0.05;
  8. }
  9. void fragment() {
  10. vec4 col=texture(texture_gr,UV);
  11. ALBEDO=col.a*0.015*COLOR.a*(color.rgb/max(1.-col.a,0.001));
  12. //ALPHA=col.a*0.015*COLOR.a;
  13. }