Shader "Hidden/HDRP/CombineLighting" { Properties { [HideInInspector] _StencilMask("_StencilMask", Int) = 7 [HideInInspector] _StencilRef("_StencilRef", Int) = 1 } SubShader { HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURE2D_X(_IrradianceSource); struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_Position; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } ENDHLSL Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Stencil { ReadMask [_StencilMask] Ref [_StencilRef] Comp Equal Pass Keep } Cull Off ZTest Less // Required for XR occlusion mesh optimization ZWrite Off Blend One One // Additive HLSLPROGRAM float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy); } ENDHLSL } Pass { Stencil { ReadMask [_StencilMask] Ref [_StencilRef] Comp Equal Pass Keep } Cull Off ZTest Less // Required for XR occlusion mesh optimization ZWrite Off Blend One One // Additive HLSLPROGRAM float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy) * GetCurrentExposureMultiplier(); } ENDHLSL } } Fallback Off }