| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "ProFlares/Textured Flare Shader Linear "{	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		= pow(vert.color*(vert.color.a*3),2.2);    			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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