// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UI/UIEmptyShader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "true" } Stencil { Ref 1 Comp Always Pass Replace } Pass { ZTest[unity_GUIZTestMode] ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha 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; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); col.a = 0; // just invert the colors return col; } ENDCG } } }