// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "ProBuilder/Reference Unlit" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha ZWrite On Cull Off Offset 1,1 Pass { AlphaTest Greater .25 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; struct appdata { float4 vertex : POSITION; float4 texcoord0 : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord0.xy; return o; } half4 frag (v2f i) : COLOR { return tex2D(_MainTex, i.uv); } ENDCG } } }