// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Highlighted/Opaque" { Properties { [HideInInspector] _ZTest ("", Float) = 8 // UnityEngine.Rendering.CompareFunction. 4 = LessEqual, 8 = Always [HideInInspector] _StencilRef ("", Float) = 1 } SubShader { Pass { Lighting Off Fog { Mode Off } ZWrite [_HighlightingZWrite] ZTest [_ZTest] Offset [_HighlightingOffsetFactor], [_HighlightingOffsetUnits] Stencil { Ref [_StencilRef] Comp Always Pass Replace ZFail Keep } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform fixed4 _Outline; struct appdata_vert { float4 vertex : POSITION; }; float4 vert(appdata_vert v) : POSITION { return UnityObjectToClipPos(v.vertex); } fixed4 frag() : COLOR { return _Outline; } ENDCG } } Fallback Off }