// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/ShowAlphaChannel" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _EdgeTex ("_EdgeTex", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _EdgeTex; uniform float4 _MainTex_TexelSize; float filterRadius; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; } half4 frag (v2f i) : COLOR { half4 color = tex2D(_MainTex, i.uv.xy); half edges = color.a; return edges; } ENDCG } } Fallback off }