Shader "Hidden/Universal Render Pipeline/Stop NaN" { HLSLINCLUDE #pragma exclude_renderers gles #pragma multi_compile _ _USE_DRAW_PROCEDURAL #pragma exclude_renderers gles #pragma target 3.5 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" #define NAN_COLOR half3(0.0, 0.0, 0.0) TEXTURE2D_X(_SourceTex); half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_PointClamp, UnityStereoTransformScreenSpaceTex(input.uv)).xyz; if (AnyIsNaN(color) || AnyIsInf(color)) color = NAN_COLOR; return half4(color, 1.0); } ENDHLSL SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 ZTest Always ZWrite Off Cull Off Pass { Name "Stop NaN" HLSLPROGRAM #pragma vertex FullscreenVert #pragma fragment Frag ENDHLSL } } }