// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Projector' with 'unity_Projector' // Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip' Shader "Projector/Light" { Properties { _ShadowTex ("Cookie", 2D) = "" {} _FalloffTex ("FallOff", 2D) = "" {} _Color("Color", color) = (1, 1, 1, 1) } Subshader { Tags {"Queue"="Transparent"} Pass { ZWrite Off ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 uvShadow : TEXCOORD0; float4 uvFalloff : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; }; float4x4 unity_Projector; float4x4 unity_ProjectorClip; v2f vert (float4 vertex : POSITION) { v2f o; o.pos = UnityObjectToClipPos (vertex); o.uvShadow = mul (unity_Projector, vertex); o.uvFalloff = mul (unity_ProjectorClip, vertex); UNITY_TRANSFER_FOG(o,o.pos); return o; } sampler2D _ShadowTex; sampler2D _FalloffTex; fixed4 _Color; fixed4 frag (v2f i) : SV_Target { fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); fixed4 res = texS; res.rgb = _Color.rgb; UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0)); return res; } ENDCG } } }