Shader "Universal Render Pipeline/2D/Sprite-Mask" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HideInInspector] _Cutoff ("Mask alpha cutoff", Range(0.0, 1.0)) = 0.0 } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ENDHLSL SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" "RenderPipeline" = "UniversalPipeline" } Cull Off Lighting Off ZWrite Off Blend Off ColorMask 0 Pass { Tags{ "LightMode" = "Universal2D" } HLSLPROGRAM #pragma vertex MaskRenderingVertex #pragma fragment MaskRenderingFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SpriteMaskShared.hlsl" ENDHLSL } Pass { Tags{ "LightMode" = "NormalsRendering" } HLSLPROGRAM #pragma vertex MaskRenderingVertex #pragma fragment MaskRenderingFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SpriteMaskShared.hlsl" ENDHLSL } Pass { Tags{ "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex MaskRenderingVertex #pragma fragment MaskRenderingFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SpriteMaskShared.hlsl" ENDHLSL } } }