// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "FORGE3D/Warp Tunnel" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _Speed("UV Speed", Float) = 1.0 _WiggleX("_WiggleX", Float) = 1.0 _WiggleY("_WiggleY", Float) = 1.0 _WiggleDist("Wiggle distance", Float) = 1.0 _MaxFadeStart("Max Fade Start", float) = 0 _MaxFadeEnd("Max Fade End", float) = 0 } Category { Tags { "Queue"="Transparent+2" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend One One ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 posWorld : TEXCOORD1; }; float4 _MainTex_ST; float _Speed; float _MaxFadeStart, _MaxFadeEnd; float _WiggleX, _WiggleY, _WiggleDist; v2f vert (appdata_t v) { v2f o; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.vertex = UnityObjectToClipPos(v.vertex); o.vertex.x += sin(_Time.y * _WiggleX) * _WiggleDist; o.vertex.y -= sin(_Time.y * _WiggleY) * _WiggleDist; o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { i.texcoord.y += _Time.x * _Speed; float dist = distance(_WorldSpaceCameraPos.xyz, i.posWorld.xyz); float MaxFade = saturate((_MaxFadeEnd - dist) / (_MaxFadeEnd - _MaxFadeStart)); return (_TintColor.a * 20) * _TintColor * tex2D(_MainTex, i.texcoord) * MaxFade; } ENDCG } } } }