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 } } }