Shader "Unlit/WaterFXFoamOnly" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" } ZWrite Off Blend One One LOD 100 Pass { Name "WaterFX" Tags{"LightMode" = "WaterFX"} HLSLPROGRAM #pragma vertex vert #pragma fragment frag #define _NORMALMAP 1 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata { float4 vertex : POSITION; half4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; half4 color : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; v2f vert (appdata v) { v2f o; half3 posWS = TransformObjectToWorld(v.vertex.xyz); o.vertex = TransformWorldToHClip(posWS); o.uv = v.uv; o.color = v.color; return o; } half4 frag (v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv) * i.color; return half4(col.rgb, 0); } ENDHLSL } } }