Shader "BlitWithMaterial" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} ZWrite Off Cull Off Pass { Name "BlitWithMaterialPass" HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" #pragma vertex Vert #pragma fragment Frag // Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script. float4 Frag(Varyings input) : SV_Target0 { // this is needed so we account XR platform differences in how they handle texture arrays UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // sample the texture using the SAMPLE_TEXTURE2D_X_LOD float2 uv = input.texcoord.xy; half4 color = SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel); // Modify the sampled color return half4(0, 1, 0, 1) * color; } ENDHLSL } } }