Hey, I've been trying to reproduce the effects of an OpenGL shader but I don't know much about neither OpenGL or Shaders. So far I've found that the Additive shader in Unity recreates most of what I want, however it seems like I need the alpha channel to taken into consideration as well. My reference code uses gl.blendFunc( D3DBLEND_SRCALPHA, D3DBLEND_DESTALPHA ); I then searched for the source code of the Mobile/Particles/Additive and found this Code (CSharp): Shader "Effects/Custom" { Properties{ _MainTex("Particle Texture", 2D) = "white" {} } Category{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off Fog { Color(0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } SubShader { Pass { SetTexture[_MainTex] { combine texture * primary } } } } } But I can't seem to get it working with Blend SrcAlpha DstAlpha This is the result with the shader untouched And this is what my reference looks like Can anyone help me sort this out?