Shader "Custom/AfterImage" { Properties { [HideInInspector] _Color("Color", Color) = (1,0,0,1) [HideInInspector]_Alpha("Alpha", float) = 1 _RimLightMul("RimLightMul", Range(0, 10)) = 0.5 _RimLightPow("RimLightPow", Range(0, 10)) = 1.5 _Intensity("Intensity", Range(0, 10)) = 1 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} LOD 200 CGPROGRAM #pragma surface surf NoLighting alpha:fade noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd nolppv noshadowmask interpolateview // Use shader model 3.0 target, to get nicer looking lighting #pragma target 2.0 struct Input { fixed3 viewDir; }; fixed4 _Color; fixed _RimLightMul; fixed _RimLightPow; half _Alpha; float _Intensity; void surf(Input IN, inout SurfaceOutput o) { fixed NdotV = dot(IN.viewDir, o.Normal); fixed3 RimLight = saturate(pow(((1 - NdotV) * _RimLightMul), _RimLightPow)); o.Albedo = _Color.rgb; o.Alpha = saturate(_Alpha * RimLight); } fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { fixed4 c; c.rgb = s.Albedo + _Intensity; c.a = s.Alpha; return c; } ENDCG } FallBack "" }