Shader "Hidden/PostProcessing/DiscardAlpha" { 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.texcoord); return float4(color.rgb, 1.0); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }