Drawing a texture
The Unity shader in this example draws a texture on the mesh.
Use the Unity shader source file from section URP unlit shader with color input and make the following changes to the ShaderLab code:
- In the Properties block, replace the existing code with the - _BaseMapproperty definition.- Properties { _BaseMap("Base Map", 2D) = "white" }- When you declare a texture property in the Properties block, Unity adds the - _BaseMapproperty with the label Base Map to the Material, and adds the Tiling and the Offset controls. - The - _BaseMapproperty name is a reserved name. When you declare a property with this name, Unity uses this property as the main texture of the Material.
- In - struct Attributesand- struct Varyings, add the- uvvariable for the UV coordinates on the texture:- float2 uv : TEXCOORD0;
- Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block: - TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);- The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in - Core.hlsl.
- For tiling and offset to work, it's necessary to declare the texture property with the - _STsuffix in the 'CBUFFER' block. The- _STsuffix is necessary because some macros (for example,- TRANSFORM_TEX) use it.- NOTE: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single - CBUFFERblock with the name- UnityPerMaterial. For more information on the SRP Batcher, see the page Scriptable Render Pipeline (SRP) Batcher.- CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; CBUFFER_END
- To apply the tiling and offset transformation, add the following line in the vertex shader: - OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);- The - TRANSFORM_TEXmacro is defined in the- Macros.hlslfile. The- #includedeclaration contains a reference to that file.
- In the fragment shader, use the - SAMPLE_TEXTURE2Dmacro to sample the texture:- half4 frag(Varyings IN) : SV_Target { half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); return color; }
Now you can select a texture in the Base Map field in the Inspector window. The shader draws that texture on the mesh.

Below is the complete ShaderLab code for this example.
// This shader draws a texture on the mesh.
Shader "Example/URPUnlitShaderTexture"
{
    // The _BaseMap variable is visible in the Material's Inspector, as a field
    // called Base Map.
    Properties
    {
        _BaseMap("Base Map", 2D) = "white"
    }
    SubShader
    {
        Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            struct Attributes
            {
                float4 positionOS   : POSITION;
                // The uv variable contains the UV coordinate on the texture for the
                // given vertex.
                float2 uv           : TEXCOORD0;
            };
            struct Varyings
            {
                float4 positionHCS  : SV_POSITION;
                // The uv variable contains the UV coordinate on the texture for the
                // given vertex.
                float2 uv           : TEXCOORD0;
            };
            // This macro declares _BaseMap as a Texture2D object.
            TEXTURE2D(_BaseMap);
            // This macro declares the sampler for the _BaseMap texture.
            SAMPLER(sampler_BaseMap);
            CBUFFER_START(UnityPerMaterial)
                // The following line declares the _BaseMap_ST variable, so that you
                // can use the _BaseMap variable in the fragment shader. The _ST
                // suffix is necessary for the tiling and offset function to work.
                float4 _BaseMap_ST;
            CBUFFER_END
            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
                // The TRANSFORM_TEX macro performs the tiling and offset
                // transformation.
                OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
                return OUT;
            }
            half4 frag(Varyings IN) : SV_Target
            {
                // The SAMPLE_TEXTURE2D marco samples the texture with the given
                // sampler.
                half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
                return color;
            }
            ENDHLSL
        }
    }
}
Section Visualizing normal vectors shows how to visualize normal vectors on the mesh.