Shader "Hidden/Universal Render Pipeline/Blit" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 Pass { Name "Blit" ZTest Always ZWrite Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Fragment #pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION #pragma multi_compile_fragment _ DEBUG_DISPLAY // Core.hlsl for XR dependencies #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" SAMPLER(sampler_BlitTexture); half4 Fragment(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; half4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv); #ifdef _LINEAR_TO_SRGB_CONVERSION col = LinearToSRGB(col); #endif #if defined(DEBUG_DISPLAY) half4 debugColor = 0; if(CanDebugOverrideOutputColor(col, uv, debugColor)) { return debugColor; } #endif return col; } ENDHLSL } } }