Shader "Builtin Gaussian Splat Composite" { SubShader { Pass { Name "GaussianComposite" Tags { "LightMode" = "GaussianComposite" } Cull Off ZWrite Off ZTest Always Blend One OneMinusSrcAlpha HLSLPROGRAM #pragma target 4.5 #pragma vertex MainVS #pragma fragment MainPS Texture2D GaussianSplatAccumulationTexture; struct VSOutput { float4 position : SV_POSITION; }; VSOutput MainVS(uint vertexId : SV_VertexID) { const float2 positions[3] = { float2(-1.0f, -1.0f), float2(-1.0f, 3.0f), float2( 3.0f, -1.0f) }; VSOutput output; output.position = float4(positions[vertexId], 1.0f, 1.0f); return output; } float4 MainPS(VSOutput input) : SV_TARGET { const int2 pixelCoord = int2(input.position.xy); return GaussianSplatAccumulationTexture.Load(int3(pixelCoord, 0)); } ENDHLSL } } }