// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Highlighted/Composite" { Properties { [HideInInspector] _MainTex ("", 2D) = "" {} } SubShader { Pass { Lighting Off Fog { Mode off } ZWrite Off ZTest Always Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; half2 uv0 : TEXCOORD0; half2 uv1 : TEXCOORD1; }; uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; uniform sampler2D _HighlightingBuffer; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv0 = v.texcoord.xy; o.uv1 = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) { o.uv1.y = 1-o.uv1.y; #if defined(UNITY_HALF_TEXEL_OFFSET) o.uv1.y -= _MainTex_TexelSize.y; #endif } #endif return o; } fixed4 frag(v2f i) : COLOR { fixed4 c1 = tex2D(_MainTex, i.uv0); fixed4 c2 = tex2D(_HighlightingBuffer, i.uv1); c1.rgb = lerp(c1.rgb, c2.rgb, c2.a); return c1; } ENDCG } } FallBack Off }