Shader "Hidden/HDRP/DebugDisplayLatlong" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURECUBE_ARRAY(_InputCubemap); SAMPLER(sampler_InputCubemap); float _Mipmap; float _SliceIndex; float _ApplyExposure; 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); return output; } float4 Frag(Varyings input) : SV_Target { uint width, height, depth, mipCount; width = height = depth = mipCount = 0; _InputCubemap.GetDimensions(0, width, height, depth, mipCount); mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS); float3 skyColor = SAMPLE_TEXTURECUBE_ARRAY_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _SliceIndex, _Mipmap * mipCount).rgb; return float4(skyColor * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } ENDHLSL } } Fallback Off }