Shader "AVProVideo/FillBackground" { Properties { _MainTex ("Texture", 2D) = "black" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Background" } LOD 100 Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; float2 ScaleZoomToFit(float targetWidth, float targetHeight, float sourceWidth, float sourceHeight) { float targetAspect = targetHeight / targetWidth; float sourceAspect = sourceHeight / sourceWidth; float2 scale = float2(1.0, sourceAspect / targetAspect); if (targetAspect < sourceAspect) { scale = float2(targetAspect / sourceAspect, 1.0); } return scale; } v2f vert (appdata_img v) { v2f o; float2 scale = ScaleZoomToFit(_ScreenParams.x, _ScreenParams.y, _MainTex_TexelSize.z, _MainTex_TexelSize.w); float2 pos = ((v.vertex.xy) * scale * 2.0); // we're rendering with upside-down flipped projection, // so flip the vertical UV coordinate too if (_ProjectionParams.x < 0) { pos.y = (1 - pos.y) - 1; } o.vertex = float4(pos, UNITY_NEAR_CLIP_VALUE, 1); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // Sample the texture fixed4 col = tex2D(_MainTex, i.uv); return fixed4(col.rgb, 1.0); } ENDCG } } }