// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' #include "UnityCG.cginc" // We need to use higher precisions than I'd like for some of these values in order to deal with issues on the iPhone 3GS/iPhone 4 and similar GPUs uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _GrabTex_ST; struct v2fB { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uvScreen : TEXCOORD1; fixed4 color : COLOR0; }; 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); o.uvScreen *= _GrabTex_ST.xy; o.uvScreen += _GrabTex_ST.zw; o.color = v.color; return o; }