Shader "PXR/G3" { Properties { [NoScaleOffset]_MainTex ("Texture", 2D) = "white" {} _Tint("Tint",Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "IgnoreProjector"="True" "RenderPipeline" = "UniversalPipeline" } LOD 100 ZWrite On ZTest On Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half4 _Tint; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Tint; return col; } ENDCG } } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "IgnoreProjector"="True" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half4 _Tint; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Tint; return col; } ENDCG } } }