// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Highlighted/Transparent" { Properties { [HideInInspector] _MainTex ("", 2D) = "" {} [HideInInspector] _Cutoff ("", Float) = 0.5 [HideInInspector] _ZTest ("", Float) = 8 // UnityEngine.Rendering.CompareFunction. 4 = LessEqual, 8 = Always [HideInInspector] _StencilRef ("", Float) = 1 [HideInInspector] _Cull ("", Float) = 2 // UnityEngine.Rendering.CullMode.Back } SubShader { Pass { Lighting Off Fog { Mode Off } ZWrite [_HighlightingZWrite] ZTest [_ZTest] Offset [_HighlightingOffsetFactor], [_HighlightingOffsetUnits] Cull [_Cull] 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; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed _Cutoff; struct appdata_vert_tex { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 pos : POSITION; float2 texcoord : TEXCOORD0; fixed alpha : TEXCOORD1; }; v2f vert(appdata_vert_tex v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.alpha = v.color.a; return o; } fixed4 frag(v2f i) : COLOR { fixed a = tex2D(_MainTex, i.texcoord).a; clip(a - _Cutoff); fixed4 c = _Outline; c.a *= i.alpha; return c; } ENDCG } } Fallback Off }