// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "MixedReality/FatFingers" { Properties { _MainTex("Texture", 2D) = "white" {} _Inflation("Inflation", float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM // Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center) //#pragma exclude_renderers d3d11 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Inflation; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation); float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0)); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }