Shader "Custom/Texture" { Properties { _MainTex ("Base (RGB)", 2D) = "white" { } } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex Vertex #pragma fragment Fragment #pragma target 2.0 #include "UnityCG.cginc" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; Varyings Vertex( Attributes input ) { Varyings output; output.positionCS = UnityObjectToClipPos(input.positionOS); output.uv = TRANSFORM_TEX(input.uv, _MainTex); return output; } half4 Fragment( Varyings input ) : SV_Target { half4 color = tex2D(_MainTex, input.uv); return color; } ENDCG } } }