Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} // 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] _Flip ("Flip", Vector) = (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 Cull Off ZWrite Off Pass { Tags { "LightMode" = "Universal2D" } HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #if defined(DEBUG_DISPLAY) #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/InputData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #endif #pragma vertex UnlitVertex #pragma fragment UnlitFragment #pragma multi_compile _ DEBUG_DISPLAY struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; half4 color : COLOR; float2 uv : TEXCOORD0; #if defined(DEBUG_DISPLAY) float3 positionWS : TEXCOORD2; #endif UNITY_VERTEX_OUTPUT_STEREO }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); half4 _MainTex_ST; float4 _Color; half4 _RendererColor; Varyings UnlitVertex(Attributes v) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.positionCS = TransformObjectToHClip(v.positionOS); #if defined(DEBUG_DISPLAY) o.positionWS = TransformObjectToWorld(v.positionOS); #endif o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color * _Color * _RendererColor; return o; } half4 UnlitFragment(Varyings i) : SV_Target { float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InputData2D inputData; half4 debugColor = 0; InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData); InitializeInputData(i.uv, inputData); SETUP_DEBUG_DATA_2D(inputData, i.positionWS); if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif return mainTex; } ENDHLSL } Pass { Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"} HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #if defined(DEBUG_DISPLAY) #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/InputData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #endif #pragma vertex UnlitVertex #pragma fragment UnlitFragment #pragma multi_compile_fragment _ DEBUG_DISPLAY struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; #if defined(DEBUG_DISPLAY) float3 positionWS : TEXCOORD2; #endif UNITY_VERTEX_OUTPUT_STEREO }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST; float4 _Color; half4 _RendererColor; Varyings UnlitVertex(Attributes attributes) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(attributes); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.positionCS = TransformObjectToHClip(attributes.positionOS); #if defined(DEBUG_DISPLAY) o.positionWS = TransformObjectToWorld(attributes.positionOS); #endif o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); o.color = attributes.color * _Color * _RendererColor; return o; } float4 UnlitFragment(Varyings i) : SV_Target { float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InputData2D inputData; half4 debugColor = 0; InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData); InitializeInputData(i.uv, inputData); SETUP_DEBUG_DATA_2D(inputData, i.positionWS); if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif return mainTex; } ENDHLSL } } Fallback "Sprites/Default" }