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Question by vivekpranavamurthi · Sep 21, 2020 at 10:08 PM · shadersshader programmingshaderlabupgrade

I am trying to upgrade this shaderlab script to work with Universal Rendering Pipeline.,How do I upgrade this Shader script for URP?

I downloaded an asset from the asset store with the following shader script. When, I upgraded my project to Universal Rendering Pipeline, the shader stopped working. How do I make this shader compatible for my project?

Shader "Custom/cardTrial" { Properties { _Cutoff ("Cutoff", Range(0,1)) = 0.5 _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _MainTex2("Texture2", 2D) = "white"{} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } LOD 200

Cull Off

CGPROGRAM

pragma surface surf Standard alphatest:_Cutoff addshadow fullforwardshadows

pragma target 3.0

sampler2D _MainTex; sampler2D _MainTex2;

struct Input { float2 uv_MainTex; };

half _Glossiness; half _Metallic; fixed4 _Color;

void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex2, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; }

ENDCG Cull Front

CGPROGRAM

pragma surface surf Standard alphatest:_Cutoff fullforwardshadows vertex:vert

pragma target 3.0

sampler2D _MainTex;

struct Input { float2 uv_MainTex; };

void vert (inout appdata_full v) { v.normal.xyz = v.normal * -1; }

half _Glossiness; half _Metallic; fixed4 _Color;

void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; }

ENDCG

} FallBack "Diffuse" },Hi, I downloaded an asset from the asset store, and then I upgraded my project to Universal Rendering Pipeline. How, do I modify this shader script, so it works with the Universal Rendering Pipeline?

Shader "Custom/cardTrial" { Properties { _Cutoff ("Cutoff", Range(0,1)) = 0.5 _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _MainTex2("Texture2", 2D) = "white"{} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } LOD 200

Cull Off

CGPROGRAM

pragma surface surf Standard alphatest:_Cutoff addshadow fullforwardshadows

pragma target 3.0

sampler2D _MainTex; sampler2D _MainTex2;

struct Input { float2 uv_MainTex; };

half _Glossiness; half _Metallic; fixed4 _Color;

void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex2, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; }

ENDCG Cull Front

CGPROGRAM

pragma surface surf Standard alphatest:_Cutoff fullforwardshadows vertex:vert

pragma target 3.0

sampler2D _MainTex;

struct Input { float2 uv_MainTex; };

void vert (inout appdata_full v) { v.normal.xyz = v.normal * -1; }

half _Glossiness; half _Metallic; fixed4 _Color;

void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; }

ENDCG

} FallBack "Diffuse" }

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