// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half _Power; uniform half _InvFade; sampler2D _CameraDepthTexture; struct v2fB { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; half4 uvScreen : TEXCOORD1; half4 color : COLOR0; half3 light : COLOR1; }; v2fB vertB (appdata_full v) { v2fB o; // Position, UVs, vertex colors o.uv.xy = TRANSFORM_TEX(v.texcoord.xy, _MainTex); o.pos = UnityObjectToClipPos (v.vertex); o.uvScreen = ComputeGrabScreenPos (o.pos); #ifdef SOFTPARTICLES_ON COMPUTE_EYEDEPTH(o.uvScreen.z); #endif o.color = v.color; // // -------------- Lighting // o.light = ShadeVertexLights(v.vertex, -v.normal) * _Power; return o; }