Fade out additive shader near camera

Say goodbye to flying through ugly clipped particle planes.

A modification of the standard additive shader that fades out near the camera.

This is the additive shader I used in Epic Proportions Space Game.I found the code somewhere in Unity Answers and made some small tweaks to make it work for me.

Download “ParticleFade” ParticleFade.zip – Downloaded 388 times – 867 B

Or just copy and paste from below.

Shader "Particles/ParticleFade" {
		_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
		_MainTex("Particle Texture", 2D) = "white" {}
		_FadeDistance("Fade Start Distance", float) = 0.5

		Tags{ "Queue" = "Transparent" }
		Blend SrcAlpha One
		AlphaTest Greater .01
		ColorMask RGB
		Lighting Off
		Cull Off
		ZWrite Off
		Fog{ Color(0,0,0,0) }
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_builtin
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

		uniform float4    _MainTex_ST,
	uniform float _FadeDistance;

	struct appdata_vert {
		float4 vertex : POSITION;
		float4 texcoord : TEXCOORD0;
		float4 color : COLOR;

	uniform sampler2D _MainTex;

	struct v2f {
		float4 pos : SV_POSITION;
		float2 uv : TEXCOORD0;
		float4 color : COLOR;

	v2f vert(appdata_vert v) {
		v2f o;
		o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
		float4 viewPos = mul(UNITY_MATRIX_MV, v.vertex);
		float alpha = (-viewPos.z - _ProjectionParams.y) / _FadeDistance;
		o.color = float4(v.color.rgb, v.color.a*alpha);
		return o;

	float4 frag(v2f i) : COLOR{
		half4 texcol = tex2D(_MainTex, i.uv);

		return texcol*i.color;

		Fallback "Particles/Additive"
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