// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // this shader created a basic gradient between an initial color to an Shader "Chart/Canvas/Solid" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,0) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 } SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } ColorMask[_ColorMask] Pass{ Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha LOD 100 CGPROGRAM #pragma vertex lerpVertex #pragma fragment sampleFragment #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; uniform float4 _MainTex_ST; struct vertexData { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; fixed4 color : COLOR; }; vertexData lerpVertex(appdata_full v) { vertexData res; res.pos = UnityObjectToClipPos(v.vertex); res.color = _Color; res.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return res; } float4 sampleFragment(vertexData v) : COLOR { fixed4 texData = tex2D(_MainTex, v.uv) * v.color; return texData; } ENDCG } } }