 	{
 		v2f_simple o;
 		
-		half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz;
+		half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
 		half2 tileableUv = worldSpaceVertex.xz;
 
 		o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;

	{
		v2f_noGrab o;
		
		half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz;
		half3 vtxForAni = (worldSpaceVertex).xzz;

		half3 nrml;

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "FX/SimpleWater4NoDepth" {
Properties {
	_MainTex ("Fallback texture", 2D) = "black" {}
