// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "QFX/SF_VFX/DynamicLighting" { Properties{ [HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} _DistortionTex("Distortion Texture", 2D) = "white" {} _Params("Params", Float) = (0.2, 0.5, 0, 0) } Category{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; sampler2D _DistortionTex; fixed4 _Params; struct appdata_t { float4 position : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 position : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 distTextcoord : TEXCOORD1; }; float4 _MainTex_ST; float4 _DistortionTex_ST; v2f vert(appdata_t v) { v2f o; o.position = UnityObjectToClipPos(v.position); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.distTextcoord = TRANSFORM_TEX(v.texcoord, _DistortionTex); return o; } float4 frag(v2f i) : SV_Target { half4 distortTex = tex2D(_DistortionTex, i.distTextcoord.xy + _Params.x * _Time.y) * 2 - 1; half4 mainTex = tex2D(_MainTex, i.texcoord.y + distortTex.y * _Params.y); half4 color = 2.0f * i.color * _Color * mainTex; float alpha = tex2D(_DistortionTex, i.distTextcoord.xy).a; float pos = i.texcoord.x + sin(_Params.z * _Time.y); clip(pos); return color; } ENDCG } } } }