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2026-11-01 23:39:55 +02:00

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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
}