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 }