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- 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
- }
- }
- }
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