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Question by nu51313932 · Oct 05, 2018 at 06:23 AM · 2dshaderspritematerial

How to fix this kind of shader error?

error: Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance.

 Shader "Custom/Sprite_Billboard" {
       Properties
       {
           [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
           _Color ("Tint", Color) = (1,1,1,1)
           //_Time ("Time", Float) = 0
           [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
       }
   
       SubShader
       {
           Tags
           { 
               "Queue"="Transparent"
               "SortingLayer"="Resources_Sprites" 
               "IgnoreProjector"="True" 
               "RenderType"="Transparent" 
               "PreviewType"="Plane"
               "CanUseSpriteAtlas"="True"
               "DisableBatching" = "True"
           }
   
           Cull Off
           Lighting Off
           ZWrite Off
           Blend One OneMinusSrcAlpha
   
           Pass
           {
           CGPROGRAM
               #pragma vertex vert
               #pragma fragment frag
               #pragma target 2.0
               #pragma multi_compile _ PIXELSNAP_ON
               #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
               #include "UnityCG.cginc"
   
   //            uniform Float _Time;
   
               struct appdata_t
               {
                   float4 vertex   : POSITION;
                   float4 color    : COLOR;
                   float2 texcoord : TEXCOORD0;
                   UNITY_VERTEX_INPUT_INSTANCE_ID
               };
   
               struct v2f
               {
                   float4 vertex   : SV_POSITION;
                   fixed4 color    : COLOR;
                   float2 texcoord  : TEXCOORD0;
                   UNITY_VERTEX_OUTPUT_STEREO
               };
               
               fixed4 _Color;
   
               v2f vert(appdata_t IN)
               {
                   v2f OUT;
                   UNITY_SETUP_INSTANCE_ID(IN);
                   UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
   //                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                   OUT.texcoord = IN.texcoord;
                   OUT.color = IN.color * _Color;
               //    #ifdef PIXELSNAP_ON
   
                   OUT.vertex = mul(UNITY_MATRIX_P, 
                    mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
                   - float4(IN.vertex.y, IN.vertex.x, 0.0, 0.0)
                    * float4(0.1, 0.1, 1.0, 1.0));
   
        //           OUT.vertex = UnityPixelSnap (OUT.vertex);
               //    #endif
   
                   return OUT;
               }
   
               sampler2D _MainTex;
               sampler2D _AlphaTex;
   
               fixed4 SampleSpriteTexture (float2 uv)
               {
                   fixed4 color = tex2D (_MainTex, uv);
   
   #if ETC1_EXTERNAL_ALPHA
                   // get the color from an external texture (usecase: Alpha support for ETC1 on android)
                   color.a = tex2D (_AlphaTex, uv).r;
   #endif //ETC1_EXTERNAL_ALPHA
   
                   return color;
               }
   
               fixed4 frag(v2f IN) : SV_Target
               {
                   fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                   c.rgb *= c.a;
                   return c;
               }
           ENDCG
           }
       }
   }
 
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