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- Shader "Hidden/EnviroBlitThrough"
- {
- SubShader
- {
- Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- ZTest Always ZWrite Off Cull Off
- Pass
- {
- Name "EnviroBlitThrough"
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- struct Attributes
- {
- float4 positionHCS : POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- Varyings vert(Attributes input)
- {
- Varyings output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- // Note: The pass is setup with a mesh already in CS
- // Therefore, we can just output vertex position
- // See RenderingUtils.fullscreenMesh
- output.positionCS = float4(input.positionHCS.xyz, 1.0);
- #if UNITY_UV_STARTS_AT_TOP
- output.positionCS.y *= -1;
- #endif
- output.uv = input.uv;
- return output;
- }
- TEXTURE2D_X(_MainTex);
- SAMPLER(sampler_MainTex);
- half4 frag (Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
- }
- ENDHLSL
- }
- }
- }
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