// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "QFX/SF_VFX/HoloAnim" { Properties{ [HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} _VertDeformTex("Vert Deform Texture", 2D) = "white" {} _Scale ("Scale", Range(0.5,500.0)) = 3.0 _Speed ("Speed", Range(-50,50.0)) = 1.0 _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,_VertDeformTex; half _Scale; half _Speed; 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; }; float4 _MainTex_ST, _VertDeformTex_ST; v2f vert(appdata_t v) { v2f o; o.color = v.color; o.position = UnityObjectToClipPos(v.position); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } float4 frag(v2f i) : SV_Target { half2 uv = (i.texcoord) * _Scale; half r = sqrt (uv.y*uv.y*_Params.x); half z = tan (r+_Time.y*_Speed) / r; if (r<_Params.z) discard; float4 mainTex = tex2D(_MainTex, i.texcoord + z); float4 color = i.color * mainTex; color.a = saturate(color.a); color *= _Color * 0.03; color *= frac((uv.x*_Params.y)*_Params.x) * _Params.w; return color; } ENDCG } } } }