6/13/21

  Shader “Custom/Particle_GS” { Properties { _ParticleTexture(“Diffuse Tex”, 2D) = “white” {} _particleSize(“particleSize”, Range(0, 1)) = 0.5 [Space(5)] [Header(Blend State)] [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend(“SrcBlend”, Float) = 1 //”One” [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend(“DestBlend”, Float) = 0 //”Zero” [Space(5)] [Header(Other)] [Enum(UnityEngine.Rendering.CullMode)] _Cull(“Cull”, Float) = 2 //”Back” [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest(“ZTest”, Float) = 4 //”LessEqual” [Enum(Off,0,On,1)] _ZWrite(“ZWrite”, Float) = 1.0 //”On” [Enum(UnityEngine.Rendering.ColorWriteMask)] _ColorWriteMask(“ColorWriteMask”, Float) […]