Shader "Hidden/GazeOverlay"
{
	SubShader
	{
		Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
		pass
		{
			Name "GazeOverlayPass"
			ZTest Always
			ZWrite  Off
			Blend SrcAlpha OneMinusSrcAlpha

			HLSLPROGRAM
			#pragma vertex VertFullScreenTriangle
			#pragma fragment frag


			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

			struct Varyings
			{
				float4 positionHCS : SV_POSITION;
				float2 texcoord : TEXCOORD0;
			};

			Varyings VertFullScreenTriangle (uint vertexID : SV_VERTEXID)
			{
				Varyings o;
				o.positionHCS = GetFullScreenTriangleVertexPosition(vertexID);
				o.texcoord = GetFullScreenTriangleTexCoord(vertexID);
				return o;
			}

			#include "GazeOverlayPass.hlsl"

			ENDHLSL
		}
	}
	FallBack Off
}