// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "RotateShader" { SubShader { Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off //ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; float _Scale; struct appdata { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; float3 normal : NORMAL; }; v2f vert (appdata v) { v2f o = (v2f)0; o.pos = UnityObjectToClipPos(v.vertex); o.color = v.color; /*float3 pos = v.vertex.xyz + float3(0.01,0.01,0.0); pos.y = 0; o.normal = mul((float3x3)UNITY_MATRIX_MV, normalize(pos));*/ return o; } half4 frag (v2f i) : COLOR { /*float angle = dot(i.normal,float3(0,0,1)); if (angle < 0) { i.color = i.color.r * 0.299 + i.color.g * 0.587 + i.color.b * 0.114; }*/ return i.color; } ENDCG } } }