// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Suimono2/DepthMask2" { SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparency" } Cull Back Lighting Off ZWrite Off CGPROGRAM #pragma target 3.0 #pragma surface surf NoLight noambient vertex:vert #include "UnityCG.cginc" sampler2D _suimono_TransTex; float _Suimono_isLinear; struct Input { float4 projPos; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); float4 pos = UnityObjectToClipPos(v.vertex); o.projPos = ComputeScreenPos(pos); COMPUTE_EYEDEPTH(o.projPos.z); } float4 LightingNoLight (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten){ return float4(s.Albedo,s.Alpha); } void surf (Input IN, inout SurfaceOutput o) { //get screen Textures o.Albedo = tex2Dproj(_suimono_TransTex, UNITY_PROJ_COORD(IN.projPos)).rgb; //Gamma Conversion //o.Albedo = o.Albedo * lerp(0.81, 1.0, _Suimono_isLinear); o.Alpha = 1.0; } ENDCG } fallback "Standard" }