Hdrp surface shader makes object invisable

I’m extremely new to shaders, after finding a tutorial which modified a surface shader the object was invisible, I originally thought this might be due to a possible different pipeline or the tutorial being wrong/outdated but after creating a default surface shader without modifying it and applied it was still invisible.

Tutorial’s Code

Shader "Holistic/HelloShader" {
	
	Properties {
	     _myColour ("Example Colour", Color) = (1,1,1,1)
	     _myEmission ("Example Emission", Color) = (1,1,1,1)
	}
	
	SubShader {
		
		CGPROGRAM
			#pragma surface surf Lambert

			struct Input {
				float2 uvMainTex;
			};

			fixed4 _myColour;
			fixed4 _myEmission;
			
			void surf (Input IN, inout SurfaceOutput o){
			    o.Albedo = _myColour.rgb;
			    o.Emission = _myEmission.rgb;
			}
		
		ENDCG
	}
	
	FallBack "Diffuse"
}

Default Shader Code

Shader "Custom/NewSurfaceShader"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

Surface shaders do now work with HDRP.
They are exclusive to the Built-in Render Pipeline.