#ifndef UNIVERSAL_FALLBACK_2D_INCLUDED #define UNIVERSAL_FALLBACK_2D_INCLUDED struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; Varyings vert(Attributes input) { Varyings output = (Varyings)0; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; output.uv = TRANSFORM_TEX(input.uv, _BaseMap); return output; } half4 frag(Varyings input) : SV_Target { half2 uv = input.uv; half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); half3 color = texColor.rgb * _BaseColor.rgb; half alpha = texColor.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); #ifdef _ALPHAPREMULTIPLY_ON color *= alpha; #endif return half4(color, alpha); } #endif