// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Fluvio/FluidEffectPreComposite" { Properties { _MainTex ("Base (RGBA)", 2D) = "white" {} } SubShader { Pass{ ZTest Always Cull Off ZWrite Off Fog { Mode Off } Tags {"Queue" = "Overlay" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; half4 _MainTex_TexelSize; float _FluidThreshold; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv.y = 1-o.uv.y; #endif return o; } float4 frag (v2f i) : COLOR { // Get input color float4 color = tex2D(_MainTex, i.uv); // Composite clip clip(color.a - _FluidThreshold); float val = color.a; color.a = 1; // Final color return color; } ENDCG } } Fallback Off }