Shader "Hidden/GIDebug/UV1sAsPositions" { Properties { _Color ("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" struct appdata { float4 vertex : POSITION; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; struct v2f { float4 pos : SV_POSITION; float4 dummy : TEXCOORD0; }; fixed4 _Color; float _StaticUV1; v2f vert (appdata v) { v2f o; float2 uv; if (_StaticUV1) uv = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; else uv = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; o.pos = UnityObjectToClipPos(float3 (uv, 0)); o.dummy = v.vertex; // make OpenGL happy return o; } fixed4 frag (v2f i) : COLOR { return _Color; } ENDCG } } }