// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Unlit/Text (TextureClip)" { Properties { _MainTex ("Alpha (A)", 2D) = "white" {} } SubShader { LOD 200 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Cull Off Lighting Off ZWrite Off Offset -1, -1 Fog { Mode Off } //ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _ClipTex; float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0); struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; half4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 clipUV : TEXCOORD1; half4 color : COLOR; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = v.texcoord; o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5); return o; } half4 frag (v2f IN) : COLOR { half4 col = IN.color; col.a *= tex2D(_MainTex, IN.texcoord).a * tex2D(_ClipTex, IN.clipUV).a; return col; } ENDCG } } Fallback "Unlit/Text" }