Shader "Hidden/EfficientBlur_UniversalRP" { SubShader { Cull Off ZWrite Off ZTest Always Blend Off Pass { HLSLPROGRAM // #pragma enable_d3d11_debug_symbols #pragma target 3.0 //HLSLcc is not used by default on gles #pragma prefer_hlslcc gles //SRP don't support dx9 #pragma exclude_renderers d3d11_9x #pragma vertex VertBlur #pragma fragment FragBlur #pragma multi_compile_local BACKGROUND_FILL_NONE BACKGROUND_FILL_COLOR #pragma multi_compile_local _ USE_EXTRA_SAMPLE #include "interop_urp.hlsl" TEXTURE2D_X(_MainTex); SAMPLER(sampler_MainTex); #include "../Shaders/EfficientBlur.hlsl" ENDHLSL } } FallBack Off }