// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/ProBuilder/FacePicker" { SubShader { Tags { "ProBuilderPicker"="Base" "LightMode"="Always" } Lighting Off ZTest LEqual ZWrite On Cull Back Blend Off Pass { Name "Base" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Tint; struct appdata { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } float4 frag (v2f i) : COLOR { return i.color; } ENDCG } } }