Setup the data you want to pass into the shader from Shuriken:
Then in the shader’s struct, you’ll need to define what reads those inputs:
#define V_TO_F
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 lifetime: TEXCOORD1;
float4 custom1: TEXCOORD2;
float4 custom2: TEXCOORD3;
};'
You’ll want to setup some standards, otherwise you have to build a 1 to 1 parity between your effects and shaders, which would be a pain. This workflow isn’t necessarily ideal, but at least it’s possible now