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URP Unlit Texture example
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Shader "Custom/UnlitTexture" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
// Universal Render Pipeline subshader. If URP is installed this will be used. | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalRenderPipeline"} | |
Pass | |
{ | |
Tags { "LightMode"="UniversalForward" } | |
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 | |
{ | |
float2 uv : TEXCOORD0; | |
float4 positionHCS : SV_POSITION; | |
}; | |
TEXTURE2D(_BaseMap); | |
SAMPLER(sampler_BaseMap); | |
CBUFFER_START(UnityPerMaterial) | |
float4 _BaseMap_ST; | |
half4 _BaseColor; | |
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 | |
{ | |
return SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv) * _BaseColor; | |
} | |
ENDHLSL | |
} | |
} | |
// Built-in pipeline subshader. This is fallback subshader in case URP is not being used. | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque"} | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f 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 | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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This doesn't display for me unless I have it set to AlphaTest+51 (2501). Does that sound right to you? Thanks for sharing.