// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Live/PlainColor" { SubShader{ Tags { "RenderType" = "Opaque" } Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag fixed4 _Color; struct Input { float4 position : POSITION; float4 color : COLOR; }; struct VertexToFragment { float4 position : SV_POSITION; float4 color : COLOR; }; VertexToFragment vert(Input IN) { VertexToFragment OUT; OUT.position = UnityObjectToClipPos( IN.position); OUT.color = IN.color; return OUT; } fixed4 frag(VertexToFragment IN) : SV_Target { return IN.color; } ENDCG } } }