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Question by Tobero-me · Jul 14, 2021 at 10:47 AM · shaderupgrade

Can someone help me converting this shader to urp?

I have upgraded to urp, everything upgraded, but this shader wasn't able to upgrade. Can someone help me? The shader is from SebLague Marching-Cubes

 Shader "Custom/Terrain"
 {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 200
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input
         {
             float2 uv_MainTex;
             float3 worldPos;
             float3 worldNormal;
         };
 
         float boundsY;
         float normalOffsetWeight;
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
         sampler2D ramp;
 
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             // Albedo comes from a texture tinted by color
             float h = smoothstep(-boundsY/2, boundsY/2, IN.worldPos.y + IN.worldNormal.y * normalOffsetWeight);
             float3 tex = tex2D(ramp, float2(h,.5));
             o.Albedo = tex;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
            
         }
         ENDCG
     }
     FallBack "Diffuse"
 }


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