Shader "URPWater/Debug/DebugRT" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _DebugTexture; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } half4 frag (v2f i) : SV_Target { half4 col = tex2D(_DebugTexture, i.uv); return col; } ENDCG } } }