Shader /*ase_name*/ "Hidden/Universal/Experimental/2D Unlit" /*end*/ { Properties { /*ase_props*/ } SubShader { /*ase_subshader_options:Name=Additional Options Option:Vertex Position:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:Unlit:3,Vertex Position Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1 Relative:SetPortName:Unlit:3,Vertex Offset */ Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Transparent" "Queue" = "Transparent+0" } Cull Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x ENDHLSL /*ase_pass*/ Pass { Name "Unlit" Tags { } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS_SPRITEUNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ /*ase_globals*/ struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; /*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; /*ase_interp(2,):sp=sp;uv0=tc0;c=tc1*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif float4 _RendererColor; /*ase_funcs*/ VertexOutput vert( VertexInput v /*ase_vert_input*/ ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.vertex.xyz ); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; return o; } half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); /*ase_frag_code:IN=VertexOutput*/ float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/; #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); #endif Color *= IN.color; return Color; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" FallBack "Hidden/InternalErrorShader" }