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// 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
}
}
}
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