Shader "Hidden/PostProcessing/Texture2DLerp" { HLSLINCLUDE #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); // From TEXTURE2D_SAMPLER2D(_To, sampler_To); float _Interp; float4 _TargetColor; float4 Frag(VaryingsDefault i) : SV_Target { float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); float4 to = SAMPLE_TEXTURE2D(_To, sampler_To, i.texcoord); return lerp(from, to, _Interp); } float4 FragColor(VaryingsDefault i) : SV_Target { float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); float4 to = _TargetColor; return lerp(from, to, _Interp); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragColor ENDHLSL } } }