Shader "Aetheria/Dithered Particles" { Properties { [HDR]_Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #include "Dither Functions.cginc" // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct appdata_particles { float4 vertex : POSITION; float3 normal : NORMAL; float4 color : COLOR; float4 texcoord : TEXCOORD0; }; struct Input { float2 uv_MainTex; float2 ditherOffset; float4 color; float4 screenPos; }; void vert(inout appdata_particles v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.uv_MainTex = v.texcoord.xy; o.ditherOffset = v.texcoord.zw; o.color = v.color; } half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; // Apply screen space dithering float2 screenUV = IN.screenPos.xy / IN.screenPos.w; ditherClip(screenUV + IN.ditherOffset, c.a); o.Emission = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = 1; } ENDCG } FallBack "Diffuse" }