// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/KriptoFX/PostEffects/ME_ReplacementPostEffect" { SubShader{ Pass{ Tags{ "PostEffect" = "Bloom" } Fog{ Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; #ifdef UNITY_MIGHT_NOT_HAVE_DEPTH_TEXTURE float2 depth : TEXCOORD0; #endif }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_DEPTH(o.depth); return o; } half4 frag(v2f i) : COLOR{ return 1; //UNITY_OUTPUT_DEPTH(i.depth); } ENDCG } } Fallback Off }