Shader "Hidden/EfficientBlur" { SubShader { Cull Off ZWrite Off ZTest Always Blend Off Pass { CGPROGRAM #pragma vertex VertBlur #pragma fragment FragBlur #pragma multi_compile_local BACKGROUND_FILL_NONE BACKGROUND_FILL_COLOR // #pragma enable_d3d11_debug_symbols #include "interop_birp.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); #include "EfficientBlur.hlsl" ENDCG } } FallBack Off }