Shader "Custom/SurfaceShader_VC" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Normal("Normal Map", 2D) = "bump" {} } SubShader{ Tags{ "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 200 Cull Off ZWrite Off Blend One OneMinusSrcAlpha Pass { Name "SRPDefaultUnlit" Tags { "LightMode" = "SRPDefaultUnlit" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_Normal); SAMPLER(sampler_Normal); float4 _MainTex_ST; float4 _Color; struct Attributes { float3 positionOS : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionCS = TransformObjectToHClip(IN.positionOS); OUT.uv = IN.uv; OUT.color = IN.color; return OUT; } half4 frag(Varyings IN) : SV_Target { half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv); half4 col = tex * _Color; col.rgb *= IN.color.rgb; col.a *= IN.color.a; return col; } ENDHLSL } } Fallback "Diffuse" }