// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/SunShaftsShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} _ColorBuffer ("Color (RGB)", 2D) = "" {} } // Shader code pasted into all further CGPROGRAM blocks CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; sampler2D _ColorBuffer; float sunShaftIntensity; float4 sunColor; 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 depthMask = (tex2D(_MainTex, i.uv.xy)); depthMask = depthMask * depthMask; return depthMask * sunColor * sunShaftIntensity; } 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