// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TransparentShader" { Properties { _Color("Color Tint", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off ZTest Off Blend SrcAlpha OneMinusSrcAlpha ZWrite On Cull Back Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } half4 frag (v2f i) : COLOR { return _Color; } ENDCG } } }