add Unity project
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Shader "Custom/NewUnlitUniversalRenderPipelineShader"
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{
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Properties
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{
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[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
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[MainTexture] _BaseMap("Base Map", 2D) = "white"
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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half4 _BaseColor;
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float4 _BaseMap_ST;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv) * _BaseColor;
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return color;
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}
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ENDHLSL
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}
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}
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}
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