Shader "Hidden/Sprite-Fallback" { Properties { _MainTex("Diffuse", 2D) = "white" {} _MaskTex("Mask", 2D) = "white" {} _NormalMap("Normal Map", 2D) = "bump" {} } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ENDHLSL SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma vertex CombinedShapeLightVertex #pragma fragment CombinedShapeLightFragment struct Attributes { float3 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); half4 _MainTex_ST; Varyings CombinedShapeLightVertex(Attributes v) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(v.positionOS); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" half4 CombinedShapeLightFragment(Varyings i) : SV_Target { return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); } ENDHLSL } } }