Shader "Custom/myAdditive" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
Pass {
ZWrite Off
Blend SrcAlpha One//use (SrcAlpha,One), not (One,One)
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
struct myV2F{
float4 pos:SV_POSITION;//http://wiki.unity3d.com/index.php?title=Shader_Code
float2 uv : TEXCOORD0;
};
myV2F vert(appdata_base v) {
myV2F v2f;
v2f.pos=mul (UNITY_MATRIX_MVP, v.vertex);
v2f.uv=v.texcoord;
return v2f;
}
fixed4 frag(myV2F v2f) : COLOR {
fixed4 c = tex2D (_MainTex, v2f.uv) ;
return c;
}
ENDCG
}
}
}