Shader "Unlit URP Shader" { Properties { //_BaseColor("Base Color",color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} } SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } LOD 100 Pass { 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; }; TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex); float _BurStength; Varyings vert(Attributes v) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(v.positionOS.xyz); o.uv = v.uv;//TRANSFORM_TEX(v.uv, _BaseMap); return o; } half4 frag(Varyings i) : SV_Target { float2 offset= 1/i.positionCS.xy; half3 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(0,1)*_BurStength); baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(1,0)*_BurStength); baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(0,-1)*_BurStength); baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(-1,0)*_BurStength); return float4(baseMap*0.2,1); } ENDHLSL } } }