Shader "Hidden/ProBuilder/VertexPickerURP" { SubShader { PackageRequirements { "com.unity.render-pipelines.universal": "17.0" } Tags { "ProBuilderPicker"="VertexPass" "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" "IgnoreProjector"="True" "DisableBatching"="True" } Pass { Name "Vertices" Tags { "LightMode"="ProBuilderPickerA" } ZTest LEqual ZWrite On Cull Off Blend Off Offset -1, -1 HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "ProBuilderCG_URP.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 color : COLOR; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; Varyings vert(Attributes input) { Varyings output; output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz); output.positionCS = GetPickerColor(output.positionCS, input.uv1); output.uv = input.uv0.xy; output.color = input.color; return output; } half4 frag(Varyings input) : SV_Target { return input.color; } ENDHLSL } } Fallback "Hidden/ProBuilder/VertexPicker" }