Shader "AVProVideo/Internal/Blit" { Properties { _SrcTex("Texture", 2D) = "white" { } } SubShader { Tags { "IgnoreProjector" = "True" "PreviewType" = "Plane" } Lighting Off Cull Off ZWrite Off ZTest Always Pass { Name "BLIT" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "../AVProVideo.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; uniform sampler2D _SrcTex; uniform float4 _SrcTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _SrcTex); return o; } half4 frag(v2f i) : SV_Target { if (i.uv.x < 0.0f || i.uv.y < 0.0f || i.uv.x > 1.0f || i.uv.y > 1.0f) return half4(0.0f, 0.0f, 0.0f, 0.0f); return SampleRGBA(_SrcTex, i.uv); } ENDCG } } Fallback off }