// Final compositing pass, just does gamma conversion for now. Shader "SRP/FinalPass-Mobile" { SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.5 #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #include "UnityCG.cginc" struct v2f { float4 vertex : SV_Position; }; UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(0); v2f vert(uint id : SV_VertexID) { v2f o; o.vertex.x = (id & 1) != 0 ? 3 : -1; o.vertex.y = (id & 2) != 0 ? -5 : 1; o.vertex.z = 0; o.vertex.w = 1; return o; } half4 frag (v2f i) : SV_Target { return UNITY_READ_FRAMEBUFFER_INPUT(0, i.vertex); } ENDCG } } Fallback Off }