// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/SkyboxToRGBADepth" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } // Shader code pasted into all further CGPROGRAM blocks CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; uniform float noSkyBoxMask; uniform float dontUseSkyboxBrightness; 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 skyboxValue = tex2D( _MainTex, i.uv.xy ); return max( skyboxValue.a, noSkyBoxMask * dot(skyboxValue.rgb,float3(0.59,0.3,0.11)) ); } 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 // the Cg code itself ENDCG // ... the rest of pass setup ... } } Fallback off } // shader