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Shader "Hidden/Post FX/Blit"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Common.cginc"
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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Varyings VertBlit(AttributesDefault v)
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{
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Varyings o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
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return o;
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}
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half4 FragBlit(Varyings i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv);
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return col;
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex VertBlit
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#pragma fragment FragBlit
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ENDCG
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}
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}
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}
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