// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Portals/Sky" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,1) _Cube ("Environment Map", Cube) = "" {} } Category { Tags { "Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off SubShader { Stencil { Ref 2 Comp Equal Pass Keep Fail Keep } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _TintColor; samplerCUBE _Cube; struct appdata_t { float4 vertex : POSITION; }; struct v2f { float4 vertex : POSITION; float3 viewDir : TEXCOORD1; }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.viewDir = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos; return o; } fixed4 frag (v2f i) : COLOR { float4 cubeTex = texCUBE(_Cube, i.viewDir)*_TintColor; return cubeTex; } ENDCG } } } }