// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/LensFlareCreate" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv[4] : TEXCOORD0; }; float4 resolution; float4 colorA; float4 colorB; float4 colorC; float4 colorD; sampler2D _MainTex; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; return o; } half4 frag(v2f i) : COLOR { half4 color = float4 (0,0,0,0); color += tex2D(_MainTex, i.uv[0] ) * colorA; color += tex2D(_MainTex, i.uv[1] ) * colorB; color += tex2D(_MainTex, i.uv[2] ) * colorC; color += tex2D(_MainTex, i.uv[3] ) * colorD; return color; } ENDCG Subshader { Blend One One 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