Shader "Hidden/Universal Render Pipeline/FallbackLoading" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } Pass { HLSLPROGRAM #pragma target 2.0 #pragma editor_sync_compilation // ------------------------------------- // Shader Stages #pragma vertex vert #pragma fragment frag // ------------------------------------- // Unity defined keywords #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON //-------------------------------------- // GPU Instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" struct appdata_t { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = TransformObjectToHClip(v.vertex.xyz); return o; } float4 frag (v2f i) : SV_Target { return float4(0,1,1,1); } ENDHLSL } } Fallback Off }