Shader "Graph/Point Surface GPU" { Properties { _Smoothness("Smoothness", Range(0, 1)) = 0.5 } SubShader { CGPROGRAM #pragma surface ConfigureSurface Standard fullforwardshadows addshadow #pragma instancing_options assumeuniformscaling procedural:ConfigureProcedural #pragma editor_sync_compilation #pragma target 4.5 #include "Point GPU.hlsl" struct Input { float3 worldPos; }; float _Smoothness; void ConfigureSurface(Input input, inout SurfaceOutputStandard surface) { surface.Albedo = saturate(input.worldPos * 0.5 + 0.5); surface.Smoothness = _Smoothness; } ENDCG } FallBack "Diffuse" }