Shader "Hidden/EnviroBlitThroughURP17" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 ZTest Always ZWrite Off Cull Off Pass { Name "EnviroBlitThrough" HLSLPROGRAM #pragma vertex Vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #if defined (ENVIROURP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" TEXTURE2D_X(_MainTex); SAMPLER(sampler_MainTex); half4 frag (Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.texcoord); } #else struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f Vert (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } sampler2D _MainTex; float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } #endif ENDHLSL } } }