// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/HighLight" { Properties { _Color("Color",COLOR) = (1,1,1,1) _Alpha("Alpha",Range(0,1)) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Overlay+200"} LOD 100 Pass { Cull Front Lighting Off ZWrite Off ZTest Always //Blend SrcAlpha OneMinusSrcAlpha Blend OneMinusDstColor One CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" float4 vert (float4 vertex : POSITION) : SV_POSITION { return UnityObjectToClipPos(vertex); } // color from the material fixed4 _Color; fixed _Alpha; // pixel shader, no inputs needed fixed4 frag () : SV_Target { return _Color*_Alpha; // just return it } ENDCG } } }