// Final compositing pass, just does gamma conversion for now. Shader "Hidden/FinalPass" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #include "UnityCG.cginc" sampler2D _MainTex; uniform float4 _MainTex_ST; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.texcoord); } ENDCG } } Fallback Off }