Shader "Hidden/HDRP/DebugLightVolumes" { Properties { _Color ("Color", Vector) = (1,1,1,1) _Range ("Range", Vector) = (1,1,1,1) _Offset ("Offset", Vector) = (1,1,1,1) } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color.rgb; o.Alpha = _Color.a; } ENDCG } }