Shader "Hidden/Enviro/ReflectionProbe" { Properties { _MainTex("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Blend Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.uv.x = 1 - o.uv.x; return o; } float4 frag(v2f IN) : COLOR { return tex2D(_MainTex, IN.uv); } ENDCG } } }