Shader "Hidden/HDRP/Deferred" { Properties { [HideInInspector] _StencilMask ("_StencilMask", Float) = 6 [HideInInspector] _StencilRef ("", Float) = 0 [HideInInspector] _StencilCmp ("", Float) = 3 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = 1; } ENDCG } }