Shader "Custom/SteamVR_BlitFlip" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; struct v2f { float4 pos : SV_POSITION; float2 tex : TEXCOORD0; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.tex.x = v.texcoord.x; o.tex.y = 1 - v.texcoord.y; return o; } float4 frag(v2f i) : COLOR { return tex2D(_MainTex, i.tex); } ENDCG SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }