// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "GlowComposite" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; }; float2 _MainTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv0 = v.uv; o.uv1 = v.uv; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv1.y = 1 - o.uv1.y; #endif return o; } sampler2D _MainTex; sampler2D _GlowPrePassTex; sampler2D _GlowBlurredTex; sampler2D _TempTex0; float _Intensity; fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv0); fixed4 glow = max(0, tex2D(_GlowBlurredTex, i.uv1) - tex2D(_GlowPrePassTex, i.uv1)); return col + glow * _Intensity; } ENDCG } } }