Shader "Hidden/HDRP/TemporalAA" { Properties { [HideInInspector] _StencilRef ("_StencilRef", Float) = 2 [HideInInspector] _StencilMask ("_StencilMask", Float) = 2 } //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 } }