Shader "Custom/ExplosionShader" { Properties { _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 _Emission("Emission", 2D) = "white" {} _EmissionStrength("Emission Strength", Float) = 1 _Cutoff("Cutoff", Range(0, 1)) = 0.0 } SubShader { Tags { "RenderType"="AlphaTest" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows alphatest:_Cutoff addshadow // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _Emission; struct Input { float4 color : COLOR; float2 uv_MainTex; float2 uv_Emission; }; half _Glossiness; half _Metallic; half _EmissionStrength; 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 * IN.color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; o.Emission = tex2D(_Emission, IN.uv_Emission) * _EmissionStrength * IN.color; } ENDCG } FallBack "Diffuse" }