// // 1. Add a Quad in Unity // 2. Parent the quad under camera, to prevent frustum culling. // 3. Attach this shader. // Shader "Quad/Fullscreen" { Properties { } SubShader { Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = v.vertex; o.vertex.xy *= 2; o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(i.uv, 0, 1); } ENDCG } } }