Shader "Hidden/TerrainTools/TexelValidityBlit" {

    Properties { _MainTex ("Texture", any) = "" {} }

    SubShader {
        Pass {
            ZTest Always Cull Off ZWrite Off

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            uniform float4 _MainTex_ST;

            struct appdata_t {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                float2 texcoord : TEXCOORD0;
            };

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                return float4(1, 1, 1, 1);
            }
            ENDCG

        }
    }
    Fallback Off
}