Shader "Hidden/Universal/BlitFullPrecision" { HLSLINCLUDE #pragma target 2.0 #pragma editor_sync_compilation #define USE_FULL_PRECISION_BLIT_TEXTURE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" ENDHLSL SubShader { Tags{ "RenderPipeline" = "UniversalPipeline" } // 0: Nearest Pass { ZWrite Off ZTest Always Blend Off Cull Off Name "Nearest" HLSLPROGRAM #pragma vertex Vert #pragma fragment FragNearest ENDHLSL } // 1: Bilinear Pass { ZWrite Off ZTest Always Blend Off Cull Off Name "Bilinear" HLSLPROGRAM #pragma vertex Vert #pragma fragment FragBilinear ENDHLSL } } Fallback Off }