Unlit Standard Particle shader blending
#elif defined(_COLORADDSUBDIFF_ON)#define fragColorMode(i) \ albedo.rgb = albedo.rgb + i.color.rgb * _ColorAddSubDiff.x; \ albedo.rgb = lerp(albedo.rgb, abs(albedo.rgb), _ColorAddSubDiff.y); \ albedo.a *= i.color.a; add모드일때 material.SetVector("_ColorAddSubDiff", new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); Subtractive 모드일때 material.SetVector("_ColorAddSubDiff", new Vector4(-1.0f, 0.0f, 0.0f, 0.0f)); Di..
2018. 9. 24.