Shader "URP/UI/Prerendered Opaque" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _AlphaToMask("AlphaToMask", Int) = 0 } SubShader { PackageRequirements { "com.unity.render-pipelines.universal": "12.1" // 2021.3+ } Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"} Pass { ZWrite On Blend One Zero, Zero Zero AlphaToMask [_AlphaToMask] HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ WITH_CLIP #pragma multi_compile _ EXPENSIVE #pragma multi_compile _ ALPHA_TO_MASK #define ALPHA_SQUARED 0 #define ALPHA_BLEND 0 #include "UIPrerendered.hlsl" ENDHLSL } Pass { Name "MotionVectors" Tags{ "LightMode" = "MotionVectors" "RenderPipeline" = "UniversalPipeline"} ZWrite On HLSLPROGRAM #pragma vertex mv_vert #pragma fragment mv_frag #pragma multi_compile _ WITH_CLIP #pragma multi_compile _ EXPENSIVE #pragma multi_compile _ ALPHA_TO_MASK #define ALPHA_SQUARED 0 #define MOTION_VECTORS 1 #include "UIPrerendered.hlsl" ENDHLSL } Pass { Name "XRMotionVectors" Tags{ "LightMode" = "XRMotionVectors" "RenderPipeline" = "UniversalPipeline"} ZWrite On HLSLPROGRAM #pragma vertex mv_vert #pragma fragment mv_frag #pragma multi_compile _ WITH_CLIP #pragma multi_compile _ EXPENSIVE #pragma multi_compile _ ALPHA_TO_MASK #define ALPHA_SQUARED 0 #define MOTION_VECTORS 1 #include "UIPrerendered.hlsl" ENDHLSL } } FallBack "UI/Prerendered Opaque" }