// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "QFX/SF_VFX/AnimatedShield" { Properties{ [HDR]_Color("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex("Particle Texture", 2D) = "white" {} _Scale ("Scale", Range(0.1,500.0)) = 3.0 _Speed ("Speed", Range(-50,50.0)) = 1.0 _Params("Params", Float) = (0.5,4,0.1,0) } 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; fixed4 _MaskColor; sampler2D _MainTex; 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; v2f vert(appdata_t v) { v2f o; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.position = UnityObjectToClipPos(v.position); o.color = v.color; return o; } float4 frag(v2f i) : SV_Target { half2 uv = i.texcoord; float2 center = float2(0.5, 0.5); float x = (center.x-uv.x)*_Params.w; float y = (center.y-uv.y); float r = -sqrt(_Params.x *x*x + _Params.y * y*y); float z = 1 + 0.5*cos((r+_Time.y*_Speed)/0.013); if (r < _Params.z ) discard; float2 nuv = i.texcoord + z; float4 mainTex = tex2D(_MainTex, nuv); float4 color = 2.0f * i.color * mainTex; color.a = saturate(color.a); color *= _Color; return color; } ENDCG } } } }