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Question by Vagrant-VX · Jun 25, 2020 at 01:55 PM · shader

Can someone help me to upgrade a shader to URP?

Shader :

 Shader "Sprites/3D Sprite" {
 Properties {
 _MainCol ("Main Tint", Color) = (1,1,1,1)
 _MainTex ("Main Texture", 2D) = "white" {}
 _DetailCol ("Detail Tint", Color) = (1,1,1,1)
 _DetailTex ("Detail Texture", 2D) = "white" {}
 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
     }
 
 SubShader {
 Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "PreviewType"="Plane"}
 Cull Off
 LOD 300
 
 CGPROGRAM
         #pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows
         #pragma target 3.0
 
 sampler2D _MainTex;
 fixed4 _MainCol;
 sampler2D _DetailTex;
 fixed4 _DetailCol;
 
 half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) {
 half4 c;
             c.rgb = s.Albedo * _MainCol.rgb * (atten) * _LightColor0.rgb;
             c.a = s.Alpha;
 return c;
         }
 
 struct Input {
 float2 uv_MainTex;
 float2 uv_DetailTex;
         };
 
 void surf (Input IN, inout SurfaceOutput o) {
 fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
 fixed4 d = tex2D(_DetailTex, IN.uv_DetailTex) * _DetailCol;
             o.Albedo = lerp(c.rgb, d.rgb, d.a);
             o.Alpha = c.a;
         }
 ENDCG
     }
 
 Fallback "Transparent/Cutout/VertexLit"
 }
 

can some one help me to make it in shader graph or as shader code to support in URP?

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