Shader "URPShaderStudy/BaseURPShader"
{
Properties
{
_Color("Color(RGB)",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "gary"{}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+0"
}
Pass
{
Name "Pass"
Tags {}
Blend One Zero, One Zero
Cull Back
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END
TEXTURE2D(_MainTex);
float4 _MainTex_ST;
#define smp SamplerState_Point_Repeat
SAMPLER(smp);
struct Attributes
{
float3 positionOS : POSITION;
float2 uv :TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv :TEXCOORD0;
};
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
o.positionCS = TransformObjectToHClip(v.positionOS);
return o;
}
half4 frag(Varyings i) : SV_TARGET
{
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex,smp,i.uv);
half4 c = _Color * mainTex;
return c;
}
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
}