Pass { Name "StandardUnlit" Tags{"LightMode" = "LightweightForward"} ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma shader_feature _SAMPLE_GI #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // Lighting include is needed because of GI #include "LWRP/ShaderLibrary/Core.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" #include "ShaderGraphLibrary/Functions.hlsl" ${Defines} ${Graph} struct GraphVertexOutput { float4 position : POSITION; ${Interpolators} UNITY_VERTEX_INPUT_INSTANCE_ID }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); GraphVertexOutput o = (GraphVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.position = TransformObjectToHClip(v.vertex.xyz); ${VertexShader} return o; } half4 frag (GraphVertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); ${LocalPixelShader} SurfaceInputs surfaceInput = (SurfaceInputs)0; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Color = float3(0.5, 0.5, 0.5); float Alpha = 1; float AlphaClipThreshold = 0; ${SurfaceOutputRemap} #if _AlphaClip clip(Alpha - AlphaClipThreshold); #endif return half4(Color, Alpha); } ENDHLSL }