Shader "Hidden/FlipBlit" { Properties { _MainTex ("Texture", 2D) = "white" {} _FlipX ("Flip X", Float) = 0 _FlipY ("Flip Y", Float) = 0 } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float _FlipX; float _FlipY; struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float2 uv = i.uv; if (_FlipX > 0.5) uv.x = 1.0 - uv.x; if (_FlipY > 0.5) uv.y = 1.0 - uv.y; return tex2D(_MainTex, uv); } ENDCG } } }