// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/additive" { Properties { _MainTex ("Base", 2D) = "white" {} _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; half4 _MainTex_ST; struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; fixed4 vertexColor : COLOR; }; v2f vert(appdata_full v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.vertexColor = v.color * _TintColor; return o; } fixed4 frag( v2f i ) : COLOR { return tex2D (_MainTex, i.uv.xy) * i.vertexColor; } ENDCG SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} Cull Off Lighting Off ZWrite Off Fog { Mode Off } Blend One One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack Off }