Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" { Properties { _AlbedoMultiplier ("Albedo Multiplier", Vector) = (1,1,1,1) _Albedo ("Albedo (RGB)", 2D) = "white" {} _Metallicness ("Metallicness", 2D) = "grey" {} _GlossinessScale ("Glossiness Scale", Range(0, 1)) = 0.5 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } Fallback "Diffuse" }