Shader "FluidDynamics/MatRenderer2" { Properties { _MainTex ("MainTexture", 2D) = "white" {} } SubShader { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Tags {"Queue" = "Transparent" } ZTest LEqual CGPROGRAM #include "UnityCG.cginc" #pragma surface surf Lambert addshadow fullforwardshadows #pragma target 4.5 float2 _Size; #ifdef SHADER_API_D3D11 StructuredBuffer _Particles; StructuredBuffer _ColourRamp; #endif struct Input { float2 uv; }; void surf (Input IN, inout SurfaceOutput o) { #ifdef SHADER_API_D3D11 int x = (int)(IN.uv.x*_Size.x); int y = (int)(IN.uv.y*_Size.y); float4 col = _ColourRamp[clamp(_Particles[y*_Size.x + x], 0.0, 255.0)]; o.Albedo = col.rgb; o.Alpha = col.a; #endif } ENDCG } Fallback "Diffuse" }