Shader "Hidden/HDRenderPipeline/CombineLighting" { SubShader { Pass { Stencil { Ref 1 // StencilLightingUsage.SplitLighting Comp Equal Pass Keep } Cull Off ZTest Always ZWrite Off Blend One One // Additive HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal // #pragma enable_d3d11_debug_symbols #pragma vertex Vert #pragma fragment Frag #include "CoreRP/ShaderLibrary/Common.hlsl" TEXTURE2D(_IrradianceSource); struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_Position; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { return LOAD_TEXTURE2D(_IrradianceSource, input.positionCS.xy); } ENDHLSL } } Fallback Off }