Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal #pragma vertex Vert #pragma fragment Frag #include "CoreRP/ShaderLibrary/Common.hlsl" #include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl" TEXTURECUBE(_InputCubemap); SAMPLER(sampler_InputCubemap); float _Mipmap; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);// *_TextureScaleBias.xy + _TextureScaleBias.zw; return output; } float4 Frag(Varyings input) : SV_Target { uint width, height, depth, mipCount; width = height = depth = mipCount = 0; _InputCubemap.GetDimensions(width, height, depth, mipCount); mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS); return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount); } ENDHLSL } } Fallback Off }