// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UsayaLib/Obsolete/Sprite-Mask"{ Properties{ _MainTex ("Texture", 2D) = "white" {} } SubShader{ Tags{ "Queue" = "Transparent+2" "IgnoreProjector" = "True" "RenderType" = "Transparent" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Stencil{ Ref 1 Comp Equal } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t{ float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f{ float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_t v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : COLOR{ return tex2D(_MainTex, i.texcoord); } ENDCG } } }