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- Shader "Hidden/Post FX/Blit"
- {
- Properties
- {
- _MainTex("Main Texture", 2D) = "white" {}
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- #include "Common.cginc"
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- Varyings VertBlit(AttributesDefault v)
- {
- Varyings o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
- return o;
- }
- half4 FragBlit(Varyings i) : SV_Target
- {
- half4 col = tex2D(_MainTex, i.uv);
- return col;
- }
- ENDCG
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex VertBlit
- #pragma fragment FragBlit
- ENDCG
- }
- }
- }
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