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 } } }