// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/HollywoodFlareBlurShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} _NonBlurredTex ("Base (RGB)", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; float4 offsets; float4 tintColor; // ok, _NonBlurredTex and _MainTex are switched ... sampler2D _MainTex; sampler2D _NonBlurredTex; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } half4 frag (v2f i) : COLOR { half4 color = tex2D (_MainTex, i.uv); half4 colorNb = tex2D (_NonBlurredTex, i.uv); return (color) * tintColor * 0.5 + colorNb * normalize(tintColor) * 0.5; // - saturate(colorNb - color); } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader