Shader "Hidden/MK/Glow/URP/Copy"
{
        SubShader
    {
        Tags {"LightMode" = "Always" "RenderType"="Opaque" "PerformanceChecks"="False"}
		Cull Off ZWrite Off ZTest Always

        Pass
        {
            Name "MK Glow Copy"

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes
            {
                float4 positionHCS   : POSITION;
                float2 uv           : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float4  positionCS  : SV_POSITION;
                float2  uv          : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            Varyings vert(Attributes input)
            {
                Varyings output;
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

                output.positionCS = float4(input.positionHCS.xyz, 1.0);

                #if UNITY_UV_STARTS_AT_TOP
                output.positionCS.y *= -1;
                #endif

                output.uv = input.uv;
                return output;
            }

            TEXTURE2D_X(_MainTex);
            SAMPLER(sampler_MainTex);

            half4 frag (Varyings input) : SV_Target
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
                return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
            }
            ENDHLSL
        }
    }
}