Shader "Mobile/Additive Texture" { Properties { [PerRendererData] _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } SubShader { Pass { SetTexture [_MainTex] { constantColor[_Color] combine texture * constant } } } } }