// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UMP/VideoSphericalCanvas" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainColor ("Main Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "Queue"="Background" "RenderType"="Background" } Cull Front Lighting Off ZWrite On LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainColor; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); col *= _MainColor; UNITY_APPLY_FOG(i.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } } }