Shader "FSR2/FSR2CopyDepth" { Properties { _MainTex ("Texture", 2D) = "" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off HLSLPROGRAM #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; float2 texCoord : TEXCOORD0; }; #pragma vertex vert_img #pragma fragment frag sampler2D _CameraDepthTexture; fixed4 frag(v2f i) : COLOR { return tex2D(_CameraDepthTexture, i.texCoord); } ENDHLSL } } Fallback Off }