// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Light2D/Internal/Alpha Replace" { SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Cull Off ZWrite Off Lighting Off Blend DstAlpha Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.texcoord; return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = tex2D(_MainTex, i.texcoord); return col; } ENDCG } } }