testss
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Shader "Hidden/Universal Render Pipeline/Blit"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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Pass
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{
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Name "Blit"
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ZTest Always
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex FullscreenVert
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#pragma fragment Fragment
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#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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TEXTURE2D_X(_SourceTex);
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SAMPLER(sampler_SourceTex);
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half4 Fragment(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half4 col = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_SourceTex, input.uv);
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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col = LinearToSRGB(col);
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#endif
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return col;
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}
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ENDHLSL
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}
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}
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}
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