// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UniStorm/Moon" { Properties { _MoonColor ("Moon Color", Color) = (0.5,0.5,0.5,0.5) _MoonBrightness ("Moon Brightness", Range(0.25,0.75)) = 0.7 _MainTex ("Moon Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent-400" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull Front Lighting Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _MoonColor; float _MoonBrightness; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD2; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D_float _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : SV_Target { fixed4 col = 2.0 * i.color * (_MoonColor) * tex2D(_MainTex, i.texcoord) * _MoonBrightness; return col; } ENDCG } } } }