<URP>/Shaders/Utils/CoreBlitColorAndDepth.shader full source
Shader "Hidden/Universal/CoreBlitColorAndDepth"
{
HLSLINCLUDE
#pragma target 2.0
#pragma editor_sync_compilation
// Core.hlsl for XR dependencies
#include_with_pragmas "Packages/com.unity.render-pipelines.core/Runtime/Utilities/BlitColorAndDepth.hlsl"
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "UniversalPipeline" }
// 0: Color Only
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "ColorOnly"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragColorOnly
ENDHLSL
}
// 1: Color Only and Depth
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
Name "ColorAndDepth"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragColorAndDepth
ENDHLSL
}
// 2: Depth Only
Pass
{
ZWrite On ZTest Always Blend Off Cull Off ColorMask 0
Name "DepthOnly"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragDepthOnly
ENDHLSL
}
}
Fallback Off
}