Shader "Hidden/LightweightPipeline/Blit" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} LOD 100 Pass { Tags { "LightMode" = "LightweightForward"} CGPROGRAM #pragma vertex Vertex #pragma fragment Fragment struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VertexOutput { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; sampler2D _BlitTex; VertexOutput Vertex(VertexInput i) { VertexOutput o; o.pos = half4(i.vertex.xyz, 1.0); o.uv = i.uv; return o; } fixed4 Fragment(VertexOutput i) : SV_Target { fixed4 col = tex2D(_BlitTex, i.uv); return col; } ENDCG } } }