Just got started with URP shaders and the shader I wrote doesnt output anything. Cant figure out where it went wrong.
Shader "Unlit/Test1"
{
Properties
{
_BaseColor("Base Color",Color)=(1,1,1,1)
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
"RenderPipeline"="UniversalPipeline"
}
Pass
{
Tags
{
"LightMode"="UniversalForward"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata
{
float4 positionOS:POSITION;
};
struct v2f
{
float4 positionCS:SV_POSITION;
};
float4 _BaseColor;
v2f vert(appdata v)
{
v2f o;
o.positionCS=TransformObjectToHClip(v.positionOS);
return o;
}
float4 frag(v2f i):SV_TARGET
{
return _BaseColor;
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}