// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/HollywoodFlareStretchShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; float4 offsets; float stretchWidth; sampler2D _MainTex; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } half4 frag (v2f i) : COLOR { float4 color = tex2D (_MainTex, i.uv); float b = stretchWidth; color = max(color,tex2D (_MainTex, i.uv + b * 2.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv - b * 2.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv + b * 4.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv - b * 4.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv + b * 8.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv - b * 8.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv + b * 14.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv - b * 14.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv + b * 20.0 * offsets.xy)); color = max(color,tex2D (_MainTex, i.uv - b * 20.0 * offsets.xy)); return 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