Version: Unity 6.1 (6000.1)
Language : English
Particle System custom vertex streams in the Built-In Render Pipeline
Example of Particle System Surface Shader custom vertex streams in the Built-In Render Pipeline

Example of Particle System Standard Shader custom vertex streams in the Built-In Render Pipeline

Here is an example of an animated flip-book ShaderA program that runs on the GPU. More info
See in Glossary
. It uses the default inputs (Position, NormalThe direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading. More info
See in Glossary
, Color, UV), but also uses two additional streams for the second UV stream (UV2) and the flip-book frame information (AnimBlend).

Shader "Particles/Anim Alpha Blended" {
Properties {
    _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
    _MainTex ("Particle Texture", 2D) = "white" {}
    _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
    Blend SrcAlpha OneMinusSrcAlpha
    ColorMask RGB
    Cull Off Lighting Off ZWrite Off

    SubShader {
        Pass {
        
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #pragma multi_compile_particles
            #pragma multi_compile_fog
            
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            fixed4 _TintColor;
            
            struct appdata_t {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float4 texcoords : TEXCOORD0;
                float texcoordBlend : TEXCOORD1;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                float2 texcoord2 : TEXCOORD1;
                fixed blend : TEXCOORD2;
                UNITY_FOG_COORDS(3)
                #ifdef SOFTPARTICLES_ON
                float4 projPos : TEXCOORD4;
                #endif
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            float4 _MainTex_ST;

            v2f vert (appdata_t v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 
                o.vertex = UnityObjectToClipPos(v.vertex);
                #ifdef SOFTPARTICLES_ON
                o.projPos = ComputeScreenPos (o.vertex);
                COMPUTE_EYEDEPTH(o.projPos.z);
                #endif
                o.color = v.color * _TintColor;
                o.texcoord = TRANSFORM_TEX(v.texcoords.xy,_MainTex);
                o.texcoord2 = TRANSFORM_TEX(v.texcoords.zw,_MainTex);
                o.blend = v.texcoordBlend;
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            sampler2D_float _CameraDepthTexture;
            float _InvFade;
            
            fixed4 frag (v2f i) : SV_Target
            {
                #ifdef SOFTPARTICLES_ON
                float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
                float partZ = i.projPos.z;
                float fade = saturate (_InvFade * (sceneZ-partZ));
                i.color.a *= fade;
                #endif
                
                fixed4 colA = tex2D(_MainTex, i.texcoord);
                fixed4 colB = tex2D(_MainTex, i.texcoord2);
                fixed4 col = 2.0f * i.color * lerp(colA, colB, i.blend);
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDHLSL 
        }
    }   
}
}
Particle System custom vertex streams in the Built-In Render Pipeline
Example of Particle System Surface Shader custom vertex streams in the Built-In Render Pipeline