// SPDX-License-Identifier: MIT Shader "Hidden/Gaussian Splatting/Composite" { SubShader { Pass { ZWrite Off ZTest Always Cull Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma require compute #pragma use_dxc #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; }; v2f vert (uint vtxID : SV_VertexID) { v2f o; float2 quadPos = float2(vtxID&1, (vtxID>>1)&1) * 4.0 - 1.0; o.vertex = float4(quadPos, 1, 1); return o; } Texture2D _GaussianSplatRT; half4 frag (v2f i) : SV_Target { half4 col = _GaussianSplatRT.Load(int3(i.vertex.xy, 0)); col.rgb = GammaToLinearSpace(col.rgb); col.a = saturate(col.a * 1.5); return col; } ENDCG } } }