// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "QO/Sprite" { Properties { _MainTex ("Base (RGBA)", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _UVWH ("UVWH", Vector) = (0,0,1,1) } SubShader { LOD 200 Tags { "QUEUE"="Transparent" "RenderType"="Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; half4 _Color; float4 _UVWH; struct appdata_t { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vert (appdata_t v) { v2f o; float2 uv_2 = _UVWH.xy; float2 wh_1 = _UVWH.zw; o.color = v.color; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = ((v.texcoord * wh_1) + uv_2); return o; } half4 frag (v2f IN) : COLOR { float4 tex = tex2D(_MainTex, IN.texcoord); float4 tmpvar_1 = (tex * _Color); return tmpvar_1; } ENDCG } } Fallback Off }