Shader "Custom/#SCRIPTNAME#"
{
SubShader
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
ENDHLSL
Tags { "RenderType"="Opaque" }
LOD 100
ZWrite Off Cull Off
Pass
{
Name "#SCRIPTNAME#"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 Frag (Varyings input) : SV_Target
{
float4 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord).rgba;
return color;
}
ENDHLSL
}
}
}