must return all 4 components for RGBm
uint2 pixCoord = ((uint2) i.vertex.xy);
half3 dir = SphericalTexCoordinateToDirection(i.texcoord.xy);
half3 res = UNITY_SAMPLE_TEXCUBE_LOD(_srcCubeTexture, dir, (float) _cubeMipLvl).xyz;
return half4(res,1.0);
return (half4) UNITY_SAMPLE_TEXCUBE_LOD(_srcCubeTexture, dir, (float) _cubeMipLvl);
}
ENDCG