Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
The Universal Render Pipeline (URP) doesn’t support surface shaders. For more information on how to replace surface shaders in URP, refer to Convert custom shaders for URP compatibility.
The following example shows a “Ramp” lighting model that uses a Texture ramp to define how surfaces respond to the angles between the light and the normal. This can be used for a variety of effects, and is especially effective when used with Toon lighting.
...ShaderLab code...
CGPROGRAM
#pragma surface surf Ramp
sampler2D _Ramp;
half4 LightingRamp (SurfaceOutput s, half3 lightDir, half atten) {
half NdotL = dot (s.Normal, lightDir);
half diff = NdotL * 0.5 + 0.5;
half3 ramp = tex2D (_Ramp, float2(diff)).rgb;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
...ShaderLab code...
Here’s how it looks like with a Texture and without a Texture, with one directional Light in the Scene: