Shader "Hidden/BlitCopyHDRTonemap" { Properties { _MainTex ("Texture", any) = "" {} _NitsForPaperWhite ("NitsForPaperWhite", Float) = 160 _ColorGamut ("ColorGamut", Float) = 0 _ForceGammaToLinear ("ForceGammaToLinear", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } }