// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' /* That shader is usually used to draw light obstacles. Have main texture and multiplicative color. */ Shader "Light2D/Transparent Normal Mapped" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _NormalTex ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightObstacle"="True" } LOD 100 Cull Off ZWrite Off Lighting Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR0; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = tex2D(_MainTex, i.texcoord); return col*i.color; } ENDCG } } }