Shader "Hidden/ProBuilder/EdgePickerURP" { SubShader { PackageRequirements { "com.unity.render-pipelines.universal": "17.0" } Tags { "ProBuilderPicker"="EdgePass" "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" "IgnoreProjector"="True" "DisableBatching"="True" } Pass { Name "Edges" Tags { "LightMode"="ProBuilderPickerA" } ZTest Less ZWrite On Cull Off Blend Off 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; float4 color : COLOR; }; struct Varyings { float4 positionCS : SV_POSITION; float4 color : COLOR; }; Varyings vert(Attributes input) { Varyings output; output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz); output.color = input.color; return output; } half4 frag(Varyings input) : SV_Target { clip(input.color.a - 0.75); return input.color; } ENDHLSL } } // Fallback to built-in renderer version Fallback "Hidden/ProBuilder/EdgePicker" }