Custom Shader HDRP Lit

can someone give a starter shader template for hdrp, at least to output texture or color, i found some examples on the net, here is one of them

Shader "Custom/Test"{
    Properties{
        _Color("Color", Color) = (1.0, 1.0, 0.8, 1.0)
        _MainTex("Main Texture", 2D) = "white" {}
        }

    SubShader{
        Tags { "RenderPipeline"="HDRenderPipeline" }
        Pass{
            Name "Forward"
            Tags { "LightMode" = "Forward" }
            ZTest LEqual
            ZWrite Off
            Cull Off
            HLSLPROGRAM
        
                #pragma target 4.5
                #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
                #pragma multi_compile_instancing
                #pragma multi_compile _ DOTS_INSTANCING_ON
                #pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
                #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
                #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH

                #define ATTRIBUTES_NEED_TEXCOORD0
                #define ATTRIBUTES_NEED_NORMAL
                #define ATTRIBUTES_NEED_TANGENT

                #define VARYINGS_NEED_TEXCOORD0
                #define VARYINGS_NEED_TANGENT_TO_WORLD
            
                #include "CustomPassRenderers.hlsl"
                #include "VertMesh.hlsl"

                float4 _ColorMap_ST;
                float4 _Color;

                PackedVaryingsType Vert(AttributesMesh inputMesh){
                    VaryingsType varyingsType;
                    varyingsType.vmesh = VertMesh(inputMesh);
                    return PackVaryingsType(varyingsType);
                    }

                float4 Frag(PackedVaryingsToPS packedInput) : SV_Target{
                    float4 outColor = _Color; // for test color
                    return outColor;
                    }

                #pragma vertex Vert
                #pragma fragment Frag

            ENDHLSL
            }
        }
    }

but it doesn’t work, there are no errors, if you insert a texture with an alpha channel, the outline is visible, but there is no color or picture.

can someone help with a starting template?

Try this

Shader "Unlit/HDRP"
{
    Properties
    {
        [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
        [MainTexture] _BaseColorMap("Base Map", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline" = "HDRenderPipeline" }

        Pass
        {
            Name "Forward"
            Tags { "LightMode" = "Forward" }
            
            HLSLPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"

            struct appdata
            {
                float4 positionOS : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };

            struct v2f
            {
                float2 texcoord0 : TEXCOORD0;
                float4 positionCS : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
                o.texcoord0 = v.texcoord0;
                return o;
            }

            TEXTURE2D(_BaseColorMap);
            SAMPLER(sampler_BaseColorMap);

            UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher
                float4 _BaseColor;
                float4 _BaseColorMap_ST;
            UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher

            float4 frag (v2f i) : SV_Target
            {
                float2 uv = TRANSFORM_TEX(i.texcoord0, _BaseColorMap);
                float4 col = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, uv) * _BaseColor;
				
		return col;
            }
	    
            ENDHLSL
        }
	
        UsePass "HDRP/Unlit/DepthForwardOnly"
        UsePass "HDRP/Unlit/SHADOWCASTER"
    }
}