Shader "TrailsFX/Effect/Laser" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _LaserData("Laser Data", Vector) = (0.1, 20, 0.1) _Cull ("Cull", Int) = 2 } SubShader { Tags { "Queue"="Transparent+101" "RenderType"="Transparent" } Pass { Stencil { Ref 2 ReadMask 2 Comp NotEqual Pass replace } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull [_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap #include "UnityCG.cginc" #pragma target 3.5 struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { UNITY_VERTEX_INPUT_INSTANCE_ID float4 pos : SV_POSITION; float3 vertex : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors) #define _Colors_arr Props UNITY_INSTANCING_BUFFER_END(Props) v2f vert (appdata v, uint vid : SV_VertexID) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.vertex = v.vertex; return o; } float3 _LaserData; fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); fixed4 col = UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors); float seq = (abs(i.vertex.y) + _LaserData.x * 0.5) % _LaserData.x; seq = 1.0 - saturate(abs(seq - _LaserData.x * 0.5) * _LaserData.y); seq *= (col.a % _LaserData.z)> (_LaserData.z * 0.5); col *= seq; return col; } ENDCG } } }