Shader "Hidden/Universal Render Pipeline/Blit" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 Pass { Name "Blit" ZTest Always ZWrite Off Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex Vertex #pragma fragment Fragment #pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION #pragma multi_compile _ _KILL_ALPHA #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #ifdef _LINEAR_TO_SRGB_CONVERSION #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #endif struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { half4 positionCS : SV_POSITION; half2 uv : TEXCOORD0; }; TEXTURE2D(_BlitTex); SAMPLER(sampler_BlitTex); Varyings Vertex(Attributes input) { Varyings output; output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = input.uv; return output; } half4 Fragment(Varyings input) : SV_Target { half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, input.uv); #ifdef _LINEAR_TO_SRGB_CONVERSION col = LinearToSRGB(col); #endif #ifdef _KILL_ALPHA col.a = 1.0; #endif return col; } ENDHLSL } } }