Pass { Tags{"LightMode" = "LightweightForward"} ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ENABLE STEREO_MULTIVIEW_ENABLE #pragma multi_compile_fog #pragma vertex vert #pragma fragment frag // Lighting include is needed because of GI #include "LWRP/Shaders/LightweightShaderLibrary/Core.hlsl" #include "LWRP/Shaders/LightweightShaderLibrary/Lighting.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" #include "ShaderGraphLibrary/Functions.hlsl" ${Defines} ${Graph} struct GraphVertexOutput { float4 position : POSITION; ${Interpolators} }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); GraphVertexOutput o; o.position = TransformObjectToHClip(v.vertex.xyz); ${VertexShader} return o; } half4 frag (GraphVertexOutput IN) : SV_Target { ${LocalPixelShader} SurfaceInputs surfaceInput; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Color = 0; float Alpha = 0; ${SurfaceOutputRemap} return half4(Color, Alpha); } ENDHLSL }