// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/PaintBrush" { Properties { _MainTex ("Texture", 2D) = "white" {} _BrushTex("Brush Texture",2D)= "white" {} _Color("Color",Color)=(1,1,1,1) _UV("UV",Vector)=(0,0,0,0) _Size("Size",Range(1,1000))=1 _SizeY("SizeY",Range(1,1000))=1 } SubShader { Tags { "RenderType"="Transparent" } LOD 100 ZTest Always Cull Off ZWrite Off Fog{ Mode Off } Blend SrcAlpha OneMinusSrcAlpha //Blend One DstColor Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BrushTex; fixed4 _UV; float _Size; float _SizeY; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture float size = _Size; float2 uv = i.uv + (0.5f / size); uv = uv - _UV.xy; uv *= size; float sizeY = _SizeY; uv.y=uv.y*sizeY/size; fixed4 col = tex2D(_BrushTex,uv); col.rgb = 1; col *= _Color; return col; } ENDCG } } }