Shader "Custom/ParticleAddMulWithZWrite" { Properties { _TintColor("Tint Color", Color) = (1,1,1,1) _MainTex("Particle Texture", 2D) = "white" {} _GlowIntensity("Glow Intensity", Range(0,5)) = 2.0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" } Pass { Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" } ZWrite Off ZTest LEqual Cull Off Blend One One ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; float _GlowIntensity; struct appdata { float4 vertex : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); fixed4 c = v.color * _TintColor; // 先不乘alpha,因为alpha用亮度计算 o.color = c; o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D(_MainTex, i.uv); // 计算亮度作为alpha(黑色透明,白色不透明) float alpha = texcol.r * 0.3 + texcol.g * 0.59 + texcol.b * 0.11; texcol.a = alpha; // 预乘alpha texcol.rgb *= alpha; // 顶点颜色乘以贴图颜色(顶点颜色通常是白色或带调节) fixed4 col = texcol * i.color; col.rgb *= _GlowIntensity; return col; } ENDCG } } }