// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/ChromaticAberrationShader" { Properties { _MainTex ("Base", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_TexelSize; float _ChromaticAberration; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); #if SHADER_API_D3D9 || SHADER_API_D3D11 || SHADER_API_XBOX360 if (_MainTex_TexelSize.y < 0) v.texcoord.y = 1.0 - v.texcoord.y ; #endif o.uv = v.texcoord.xy; return o; } half4 fragSimpleCopy(v2f i) : COLOR { return tex2D (_MainTex, i.uv.xy); } half4 frag(v2f i) : COLOR { half2 coords = i.uv; half2 uv = i.uv; coords = (coords - 0.5) * 2.0; half coordDot = dot (coords,coords); float2 uvG = uv - _MainTex_TexelSize.xy * _ChromaticAberration * coords * coordDot; half4 color = tex2D (_MainTex, uv); #if SHADER_API_D3D9 // Work around Cg's code generation bug for D3D9 pixel shaders :( color.g = color.g * 0.0001 + tex2D (_MainTex, uvG).g; #else color.g = tex2D (_MainTex, uvG).g; #endif return color; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment fragSimpleCopy ENDCG } Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader