Hidden/BlitCopy

https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Internal-BlitCopy.shader
https://forum.unity.com/threads/how-to-use-hidden-blitcopy-shader.447041/
https://forum.unity.com/threads/commandbuffer-blit-with-no-custom-shader-commandbuffer-blit-with-internal_blitcopy-shader.432699/?_ga=2.14217399.1451532328.1581996272-2034114505.1564371644

源码在:
D:\doc\shader2019\shader2019\shader2019\DefaultResourcesExtra\Internal-BlitCopy.shader.c

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Hidden/BlitCopy" {
    Properties
    {
        _MainTex ("Texture", any) = "" {}
        _Color("Multiplicative color", Color) = (1.0, 1.0, 1.0, 1.0)
    }
    SubShader {
        Pass {
            ZTest Always Cull Off ZWrite Off

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

            UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
            uniform float4 _MainTex_ST;
            uniform float4 _Color;

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

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

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

            fixed4 frag (v2f i) : SV_Target
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
                return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord) * _Color;
            }
            ENDCG
        }
    }
    Fallback Off
}

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