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2026-06-22 16:18:34 +02:00

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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
}
}
}