﻿Shader "Hidden/Editor/PreviewBlit"
{
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        Cull Off ZWrite Off ZTest Always

        Pass
        {
            CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                // sample without gamma correction
                return tex2D(_MainTex, i.uv);
            }
            ENDCG
        }
    }
    Fallback Off
}