// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "QFX/SF_VFX/HoloSimple" { Properties{ [HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Main Texture", 2D) = "white" {} [Toggle(ORIENTATION)] _Orientation ("Orientation", Float) = 0 } Category{ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off SubShader { Pass { CGINCLUDE float hash( float n ) { return frac(sin(n)*753.5453123); } ENDCG CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature ORIENTATION #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; struct appdata_t { fixed4 pos : POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { fixed4 pos : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; v2f vert(appdata_t v) { v2f o; o.pos = UnityObjectToClipPos(v.pos); o.uv = TRANSFORM_TEX(v.uv,_MainTex); o.color = v.color; return o; } float4 frag(v2f i) : SV_Target { float main = tex2D(_MainTex, i.uv); float o; #ifdef ORIENTATION o = i.pos.x; #else o = i.pos.y; #endif float h = hash(o * _Time.y); return h * main * _Color * 0.7; } ENDCG } } } }