// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/MyShader2" {
Properties {
_MainTex ("Texture", 2D) = "white" { }
_TintColor("Tint Color", Color)=(1,1,1,1)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
float4 _TintColor;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv);
texcol.rgb = dot(texcol.rgb, float3(0.3, 0.59, 0.11))*_TintColor;
return texcol;
}
ENDCG
}
}
Fallback "VertexLit"
}