Shader "Hidden/PostProcessing/Copy" { HLSLINCLUDE #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); float4 Frag(VaryingsDefault i) : SV_Target { float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo); return color; } float4 FragKillNaN(VaryingsDefault i) : SV_Target { float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo); if (AnyIsNan(color)) { color = (0.0).xxxx; } return color; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always // 0 - Fullscreen triangle copy Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } // 1 - Fullscreen triangle copy + NaN killer Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragKillNaN ENDHLSL } } }