// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "MoleGame/Efx/Archer_Reclaim" { Properties { _MainTex ("MainTex", 2D) = "white" {} _MaskTex ("MaskTex", 2D) = "white" {} _Color("Main Color",Color) = (1,1,1,1) } Category { Tags {"Queue"="Transparent" "IgnoreProjector"="True"} Blend OneMinusDstColor One Cull Off ZWrite Off Fog { Mode Off } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _MaskTex; float4 _Color; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = v.texcoord; return o; } float4 frag (v2f i) : COLOR { float msk = tex2D(_MaskTex, i.texcoord).r; float col = tex2D(_MainTex, i.texcoord + float2(-0.5 + i.color.r * 1.5,0)).r; col = pow(col * 5,1.25); _Color = _Color * col * msk; return float4(_Color.rgb * i.color.a,1); } ENDCG } } } }