// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "!Debug/Tangents" { SubShader { Pass { Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag // vertex input: position, tangent struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; }; struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos( v.vertex ); o.color = v.tangent * 0.5 + 0.5; return o; } fixed4 frag (v2f i) : COLOR0 { return i.color; } ENDCG } } }