// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Obi/TopologyBorders" { Properties { _Color ("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { ZWrite Off ZTest always Cull Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; fixed4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = _Color; UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } } }