Shader "URP_test"
{
Properties
{
[KeywordEnum(red,blue,green)]_OpenColor("OpenColor",int)=0
}
SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Name "Unlit"
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _OPENCOLOR_RED _OPENCOLOR_BLUE _OPENCOLOR_GREEN
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 c;
#if _OPENCOLOR_RED
return c=half4(1,0,0,1);
#elif _OPENCOLOR_BLUE
return c=half4(0,0,1,1);
#elif _OPENCOLOR_GREEN
return c=half4(0,1,0,1);
#endif
return c;
}
ENDHLSL
}
}
}