Shader "Aerosol/ComputeTransmittance" { Properties { } SubShader { Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vertex #pragma fragment frag #include "UnityCG.cginc" #include "functions.hlsl" struct VS_INPUT { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VS_OUTPUT { float4 pos : SV_POSITION; float2 texcoords : TEXCOORD0; }; VS_OUTPUT vertex(VS_INPUT v) { VS_OUTPUT output; output.pos = UnityObjectToClipPos(v.vertex); output.texcoords = v.uv * TRANSMITTANCE_TEXTURE_SIZE; return output; } float3 frag(VS_OUTPUT input) : SV_Target { return ComputeTransmittanceToTopAtmosphereBoundaryTexture( ATMOSPHERE, input.texcoords); } ENDHLSL } } }