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 }