Shader "Hidden/LightweightPipeline/Blit" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} LOD 100 Pass { Tags { "LightMode" = "LightweightForward"} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex Vertex #pragma fragment Fragment #include "LightweightShaderLibrary/Core.hlsl" struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VertexOutput { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; TEXTURE2D(_BlitTex); SAMPLER(sampler_BlitTex); VertexOutput Vertex(VertexInput i) { VertexOutput o; o.pos = TransformObjectToHClip(i.vertex.xyz); o.uv = i.uv; return o; } half4 Fragment(VertexOutput i) : SV_Target { half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, i.uv); return col; } ENDHLSL } } }