Shader "Hidden/Amplify Texture/BlitRect" {
	Properties {
		_MainTex( "BaseMap (RGB)", 2D ) = "white" {}
	}
	SubShader {
		Pass {
			ZTest Always ZWrite Off Cull Off Blend Off
			Fog { Mode off }
			CGPROGRAM
				#pragma vertex vert_img
				#pragma fragment frag
				#pragma target 3.0
				#pragma glsl
				#include "UnityCG.cginc"

				sampler2D _MainTex;
				float _mip;

				fixed4 frag( v2f_img i ) : COLOR0
				{
					return tex2Dlod( _MainTex, float4( i.uv, 0, _mip ) );
				}
			ENDCG
		}
	}

	Fallback off
}
