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
}