Shader "Custom/#SCRIPTNAME#" { Properties { [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1) [MainTexture] _BaseMap("Base Map", 2D) = "white" } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; }; TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _BaseMap_ST; CBUFFER_END Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); return OUT; } half4 frag(Varyings IN) : SV_Target { half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv) * _BaseColor; return color; } ENDHLSL } } }