// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/KriptoFX/PostEffects/ME_BloomAdditive" { Properties { _MainTex ("Base (RGB)", 2D) = "black" {} } SubShader { Pass { Tags{ "Queue" = "Transparent " "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } half4 frag( v2f i ) : SV_Target { half4 col = tex2D(_MainTex, i.uv); col.a = 1; return col; } ENDCG } } }