Shader "Hidden/FillCrop_UniversalRP" { SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma target 3.0 //HLSLcc is not used by default on gles #pragma prefer_hlslcc gles //SRP don't support dx9 #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "./lib.hlsl" minimalVertexOutput vert(minimalVertexInput v) { minimalVertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 pos; float2 uv; #if USE_PROCEDURAL_QUAD GetProceduralQuad(v.vertexID, pos, uv); #else pos = v.position; uv = VertexToUV(v.position.xy); #endif o.position = half4(pos.xy, 0.0, 1.0); o.texcoord = uv; return o; } TEXTURE2D_X(_MainTex); float4 _CropRegion; half4 frag(minimalVertexOutput v) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v) return SAMPLE_SCREEN_TEX(_MainTex, getCroppedCoord(v.texcoord, _CropRegion)); } ENDHLSL } } }