Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} [MaterialToggle] _ZWrite("ZWrite", Float) = 0 // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader. [HideInInspector] _Color ("Tint", Color) = (1,1,1,1) [HideInInspector] PixelSnap ("Pixel snap", Float) = 0 [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1) [HideInInspector] _AlphaTex ("External Alpha", 2D) = "white" {} [HideInInspector] _EnableExternalAlpha ("Enable External Alpha", Float) = 0 } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha Cull Off ZWrite [_ZWrite] Pass { HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #pragma vertex UnlitVertex #pragma fragment UnlitFragment struct Attributes { COMMON_2D_INPUTS half4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS }; struct Varyings { COMMON_2D_OUTPUTS half4 color : COLOR; }; #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/2DCommon.hlsl" // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START(UnityPerMaterial) half4 _Color; CBUFFER_END Varyings UnlitVertex(Attributes input) { UNITY_SKINNED_VERTEX_COMPUTE(input); SetUpSpriteInstanceProperties(); input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); Varyings o = CommonUnlitVertex(input); o.color = input.color *_Color * unity_SpriteColor; return o; } half4 UnlitFragment(Varyings input) : SV_Target { return CommonUnlitFragment(input, input.color); } ENDHLSL } } }