// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 7/Texture Properties" { Properties { _MainTex ("Main Tex", 2D) = "white" {} } SubShader { Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" sampler2D _MainTex; float4 _MainTex_ST; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; // Transform the vertex from object space to projection space o.position = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = tex2D(_MainTex, i.uv); return fixed4(c.rgb, 1.0); } ENDCG } } FallBack "Diffuse" }