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Question by unity_FCyL1l1suyOfng · Sep 03, 2021 at 02:36 PM · shaderrenderingshadersshader programming

How to write an additive HDRP shader without glow

Hi. I apologise in advance if this is a stupid question but I want to write a regular additive shader. I am using Blend One One in Pass and without skybox and post processing, this works. However, when I turn these features on, the shader seems to fall into a loop of adding itself to a ghost of itself. Its brightness simply continues to increase, creating an intense glow. How do I avoid this? Is there a trick?

Here is the full test shader:

 Shader "Unlit/Glowtest"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         Tags { "RenderType"="Transparent" }
         LOD 100
 
         Pass
         {
             Blend One One
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 return float4(0.5,0.5,0.5,0.5);
             }
             ENDCG
         }
     }
 }
 
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