--- uid: urp-writing-shaders-urp-unlit-texture --- # Drawing a texture The Unity shader in this example draws a texture on the mesh. Use the Unity shader source file from section [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) and make the following changes to the ShaderLab code: 1. In the Properties block, replace the existing code with the `_BaseMap` property definition. ```c++ Properties { [MainTexture] _BaseMap("Base Map", 2D) = "white" {} } ``` When you declare a texture property in the Properties block, Unity adds the `_BaseMap` property with the label **Base Map** to the Material, and adds the Tiling and the Offset controls. !["Texture property with Tiling and Offset controls"](Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png) When you declare a property with the `[MainTexture]` attribute, Unity uses this property as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) of the Material. > **Note**: For compatibility reasons, the `_MainTex` property name is a reserved name. Unity uses a property with the name `_MainTex` as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) even it does not have the `[MainTexture]` attribute. 2. In `struct Attributes` and `struct Varyings`, add the `uv` variable for the UV coordinates on the texture: ```c++ float2 uv : TEXCOORD0; ``` 3. Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block: ```c++ TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); ``` The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in `Core.hlsl`. 4. For tiling and offset to work, it's necessary to declare the texture property with the `_ST` suffix in the 'CBUFFER' block. The `_ST` suffix is necessary because some macros (for example, `TRANSFORM_TEX`) use it. > **Note**: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, refer to the documentation on the [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). ```c++ CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; CBUFFER_END ``` 5. To apply the tiling and offset transformation, add the following line in the vertex shader: ```c++ OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); ``` The `TRANSFORM_TEX` macro is defined in the `Macros.hlsl` file. The `#include` declaration contains a reference to that file. 6. In the fragment shader, use the `SAMPLE_TEXTURE2D` macro to sample the texture: ```c++ half4 frag(Varyings IN) : SV_Target { half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); return color; } ``` Now you can select a texture in the **Base Map** field in the Inspector window. The shader draws that texture on the mesh. ![Base Map texture on a Material](Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png) Below is the complete ShaderLab code for this example. ```c++ // This shader draws a texture on the mesh. Shader "Example/URPUnlitShaderTexture" { // The _BaseMap variable is visible in the Material's Inspector, as a field // called Base Map. Properties { [MainTexture] _BaseMap("Base Map", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; // The uv variable contains the UV coordinate on the texture for the // given vertex. float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; // The uv variable contains the UV coordinate on the texture for the // given vertex. float2 uv : TEXCOORD0; }; // This macro declares _BaseMap as a Texture2D object. TEXTURE2D(_BaseMap); // This macro declares the sampler for the _BaseMap texture. SAMPLER(sampler_BaseMap); CBUFFER_START(UnityPerMaterial) // The following line declares the _BaseMap_ST variable, so that you // can use the _BaseMap variable in the fragment shader. The _ST // suffix is necessary for the tiling and offset function to work. float4 _BaseMap_ST; CBUFFER_END Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); // The TRANSFORM_TEX macro performs the tiling and offset // transformation. OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); return OUT; } half4 frag(Varyings IN) : SV_Target { // The SAMPLE_TEXTURE2D marco samples the texture with the given // sampler. half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); return color; } ENDHLSL } } } ``` Section [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md) shows how to visualize normal vectors on the mesh.