// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/laserShader" { Properties { _MainTex ("Base", 2D) = "white" {} _TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5) } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert(appdata_full v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv.xy = v.texcoord.xy; return o; } fixed4 frag( v2f i ) : COLOR { return tex2D (_MainTex, i.uv.xy) * _TintColor; } ENDCG SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} Cull Off Lighting Off ZWrite Off Fog { Mode Off } Blend SrcAlpha One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack Off }