Shader "BF/PostEffect/BlitCopy" { Properties { _MainTex("MainTex", 2D) = "white"{} } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; struct a2v { float4 pos : POSITION; half2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.pos); o.uv = v.uv; return o; } fixed4 frag(v2f f) : SV_TARGET { fixed4 o; o = tex2D(_MainTex, f.uv); return o; } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }