// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "ProBuilder/UnlitVertexColor" { SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha ZWrite On Cull Off Pass { AlphaTest Greater .25 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; }; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = v.color; return o; } half4 frag (v2f i) : COLOR { return i.color; } ENDCG } } }