Shader "LightweightPipeline/Unlit" { Properties { _MainTex("Texture", 2D) = "white" {} _MainColor("MainColor", Color) = (1, 1, 1, 1) _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5 // BlendMode [HideInInspector] _Mode("Mode", Float) = 0.0 [HideInInspector] _SrcBlend("Src", Float) = 1.0 [HideInInspector] _DstBlend("Dst", Float) = 0.0 [HideInInspector] _ZWrite("ZWrite", Float) = 1.0 } SubShader { Tags { "RenderType" = "Opaque" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipe" } LOD 100 Blend [_SrcBlend][_DstBlend] ZWrite [_ZWrite] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile_fog #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; half4 _MainColor; half _Cutoff; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 texColor = tex2D(_MainTex, i.uv); fixed alpha = texColor.a * _MainColor.a; fixed3 color = texColor.rgb * _MainColor.rgb; #ifdef _ALPHATEST_ON clip(alpha - _Cutoff); #endif UNITY_APPLY_FOG(i.fogCoord, color); #ifdef _ALPHABLEND_ON return fixed4(color, alpha); #else return fixed4(color, 1.0); #endif } ENDCG } } CustomEditor "LightweightUnlitGUI" }