// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "ProFlares/Textured Flare Shader" { Properties { _MainTex ( "Texture", 2D ) = "black" {} } SubShader { Tags { "Queue"="Transparent+100" "IgnoreProjector"="True" "RenderType"="Transparent" } Pass { ZWrite Off ZTest Always Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; struct VertInput { half4 vertex : POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct Verts { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; fixed4 _color : COLOR; }; Verts vert ( VertInput vert ) { Verts v; v._color = vert.color*(vert.color.a*3); v.pos = UnityObjectToClipPos ( vert.vertex ); v.uv = (vert.texcoord.xy); return v; } fixed4 frag ( Verts v ):COLOR { return tex2D ( _MainTex, v.uv ) * v._color; } ENDCG } } }