Shader "Graph/Point Surface" { Properties { _Smoothness("Smoothness", Range(0, 1)) = 0.5 } SubShader { CGPROGRAM #pragma surface ConfigureSurface Standard fullforwardshadows #pragma target 3.0 struct Input { float3 worldPos; }; float _Smoothness; void ConfigureSurface(Input input, inout SurfaceOutputStandard surface) { surface.Albedo.rg = saturate(input.worldPos.xy * 0.5 + 0.5); surface.Smoothness = _Smoothness; } ENDCG } FallBack "Diffuse" }