// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Enviro/Effects/ClearLightShafts" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); uniform float4 _MainTex_TexelSize; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_img v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return half4(0,0,0,0); } ENDCG } } Fallback off }