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  1. Shader "Hidden/Post FX/Blit"
  2. {
  3. Properties
  4. {
  5. _MainTex("Main Texture", 2D) = "white" {}
  6. }
  7. CGINCLUDE
  8. #include "UnityCG.cginc"
  9. #include "Common.cginc"
  10. struct Varyings
  11. {
  12. float2 uv : TEXCOORD0;
  13. float4 vertex : SV_POSITION;
  14. };
  15. Varyings VertBlit(AttributesDefault v)
  16. {
  17. Varyings o;
  18. o.vertex = UnityObjectToClipPos(v.vertex);
  19. o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
  20. return o;
  21. }
  22. half4 FragBlit(Varyings i) : SV_Target
  23. {
  24. half4 col = tex2D(_MainTex, i.uv);
  25. return col;
  26. }
  27. ENDCG
  28. SubShader
  29. {
  30. Cull Off ZWrite Off ZTest Always
  31. Pass
  32. {
  33. CGPROGRAM
  34. #pragma vertex VertBlit
  35. #pragma fragment FragBlit
  36. ENDCG
  37. }
  38. }
  39. }