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Question by richardzzzarnold · 23 hours ago · shader

Help in converting simple code shader to shadergraph

Hi I am wondering if anyone could help me by telling me how to convert this shader to a shadergraph built-in renderer compatible shader. It is pretty simple, three 2d texture inputs, one of which is a mask. Unfortunately I don't understand shader terminology very well. This shader works fine in the editor but as soon as I make a standalone build it goes pink.Hence my need to convert it to shadergraph, so i can select built-in shader target.

 Shader "Compositor"
 {
     Properties
     {
         _Background("", 2D) = ""{}
         _CameraFeed("", 2D) = ""{}
         _Mask("", 2D) = ""{}
     }
 
     CGINCLUDE
 
     #include "UnityCG.cginc"
 
     sampler2D _Background;
     sampler2D _CameraFeed;
     sampler2D _Mask;
     float _Threshold;
 
     void Vertex(float4 position : POSITION,
                 float2 uv : TEXCOORD0,
                 out float4 outPosition : SV_Position,
                 out float2 outUV : TEXCOORD0)
     {
         outPosition = UnityObjectToClipPos(position);
         outUV = uv;
     }
 
     float4 Fragment(float4 position : SV_Position,
                     float2 uv : TEXCOORD0) : SV_Target
     {
         float3 bg = tex2D(_Background, uv).rgb;
         float3 fg = tex2D(_CameraFeed, uv).rgb;
         float mask = tex2D(_Mask, uv).r;
         float th1 = max(0, _Threshold - 0.1);
         float th2 = min(1, _Threshold + 0.1);
         return float4(lerp(bg, fg, smoothstep(th1, th2, mask)), 1);
     }
 
     ENDCG
 
     SubShader
     {
         Pass
         {
             CGPROGRAM
             #pragma vertex Vertex
             #pragma fragment Fragment
             ENDCG
         }
     }
 }
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