Shader "Unlit URP Shader/blitshader" { Properties { _BaseColor("Base Color",color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" } LOD 100 Pass { Cull Off //ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha//,One One //BlendOp Add,Max Name "Unlit" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float fogCoord : TEXCOORD1; }; CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _MainTex_ST; float _AlphaLimit; CBUFFER_END TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex); Varyings vert(Attributes v) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(v.positionOS.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag(Varyings i) : SV_Target { half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); return float4(baseMap.rgb,_BaseColor.a*saturate(baseMap.a)); } ENDHLSL } } }