// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Glow" { Properties{ _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Glow("Intensity", Range(0, 3)) = 1 } SubShader{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 Cull Off ZWrite On Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; half4 _MainTex_ST; fixed4 _Color; half _Glow; struct vertIn { float4 pos : POSITION; half2 tex : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; half2 tex : TEXCOORD0; }; v2f vert(vertIn v) { v2f o; o.pos = UnityObjectToClipPos(v.pos); o.tex = v.tex * _MainTex_ST.xy + _MainTex_ST.zw; return o; } fixed4 frag(v2f f) : SV_Target { fixed4 col = tex2D(_MainTex, f.tex); col *= _Color; col *= _Glow; return col; } ENDCG } } }