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Question by Flaming_burrito · Mar 17, 2021 at 06:41 AM · shader programmingshader writing

Shader Programming Missing Texture

Hello. I am trying to write an outline shader for my 3D game but the problem is that my material only works for projects not using URP. For projects that use URP, the only thing I can see is the outline. The object itself is pink indicating a missing texture. How would I make this shader work for URP?

 Shader "Unlit/Outline"
     {
         Properties
         {
             _Color("Main Color", Color) = (0.5,0.5,0.5,1)
             _MainTex ("Texture", 2D) = "white" {}
             _OutlineColor("Outline Color", Color) = (0,0,0,1)
             _OutlineWidth("Outline width", Range(1.0,5.0)) = 1.01        // width of 1.01
         }
         CGINCLUDE
                 #include "UnityCG.cginc"
     
                 struct appdata
                 {
                     float4 vertex : POSITION;
                     float3 normal : NORMAL;
                 };
     
                 struct v2f
                 {
                     float4 pos : POSITION;
                     float3 normal : NORMAL;
                 };
                 float _OutlineWidth;
                 float4 _OutlineColor;
     
                 v2f vert(appdata v)
                 {
                     v.vertex.xyz *= _OutlineWidth;            // outline
     
                     v2f o;
                     o.pos = UnityObjectToClipPos(v.vertex);
                     return o;
                 }
         ENDCG
     
         SubShader
         {
             Tags { "RenderPipeline" = "UniversalRenderPipeline" }
     
             Pass            // rendering the outline
             {
                 ZWrite Off
     
                 CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 half4 frag(v2f i): COLOR{
                     return _OutlineColor;
                 }
                 ENDCG
             }
     
             Pass                // Rendering the object on top
             {
                 ZWRITE On
     
                 Material{
                     Diffuse[_Color]
                     Ambient[_Color]
                 }
                 Lighting On
     
                 SetTexture[_MainTex]
                 {
                     ConstantColor[_Color]
                 }
                 SetTexture[_MainTex]{
                     Combine previous * primary DOUBLE
                 }
     
             }
         }
     }
     
 
 
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