// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/FadeBlack" { Properties { _Fade ("Fade", Float) = 0.5 } SubShader { Tags{ "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZTest Always ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; uniform fixed _Fade; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(0,0,0,_Fade); } ENDCG } } }