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Question by bugsbun · Aug 20, 2017 at 12:16 PM · shadercolorlightvaluefragment

_CameraGBufferTexture3 output in shaderlab

When I sample the _CameraGBufferTexture in the fragment shader inside unity shaderlab using :

return tex2D(_CameraGBufferTexture3,i.uv);

I get the following output:

Original Image: http://imgur.com/a/q1EOc

Frag output: http://imgur.com/a/2LqIv

What I expected was the opposite values, that is bright spots on the bright parts of the ring. since this texture according to Unity stores the Emission + lighting + lightmaps + reflection probes buffer. Am I expecting something wrong.

What I want :I just wanted the light color value to be outputed through my shader, that is the value of the light color that is being reflected from various surfaces seen in the scene. Is this method correct?

Thanks in advance!

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