// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "MoveableLineRenderer/AddHDR" { Properties{ [HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} } Category{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; struct appdata_t { float4 position : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 position : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.position = UnityObjectToClipPos(v.position); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } float4 frag(v2f i) : SV_Target { float4 mainTex = tex2D(_MainTex, i.texcoord); float4 color = 2.0f * i.color * mainTex * _Color; color.a = saturate(color.a); return color; } ENDCG } } } }