Shader "Hidden/PostProcessing/CopyStdFromDoubleWide" { //Blit from single-pass double-wide texture. Similar to CopyStd but with stereo texture as source //and samples from double-wide. Having separate shader is cleaner than multiple #if in the code. Properties { _MainTex ("", 2D) = "white" {} } CGINCLUDE struct Attributes { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct Varyings { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _UVScaleOffset; Varyings Vert(Attributes v) { Varyings o; o.vertex = float4(v.vertex.xy * 2.0 - 1.0, 0.0, 1.0); o.texcoord = v.texcoord; #if UNITY_UV_STARTS_AT_TOP o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); #endif o.texcoord = o.texcoord * _UVScaleOffset.xy + _UVScaleOffset.zw; return o; } float4 Frag(Varyings i) : SV_Target { float4 color = tex2D(_MainTex, i.texcoord); return color; } //>>> We don't want to include StdLib.hlsl in this file so let's copy/paste what we need bool IsNan(float x) { return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true; } bool AnyIsNan(float4 x) { return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w); } //<<< float4 FragKillNaN(Varyings i) : SV_Target { float4 color = tex2D(_MainTex, i.texcoord); if (AnyIsNan(color)) { color = (0.0).xxxx; } return color; } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // 0 - Copy Pass { CGPROGRAM #pragma vertex Vert #pragma fragment Frag ENDCG } // 1 - Copy + NaN killer Pass { CGPROGRAM #pragma vertex Vert #pragma fragment FragKillNaN ENDCG } } }