@@ -138,7 +138,7 @@ Shader "Hidden/HDRP/VolumetricCloudsCombine"
138138 float4 Frag (Varyings input) : SV_Target
139139 {
140140 // Points towards the camera
141- float3 viewDirWS = -normalize (mul (float4 (input.positionCS.xy * (float )_Mipmap, 1.0 , 1.0 ), _PixelCoordToViewDirWS));
141+ float3 viewDirWS = -normalize (mul (float4 (input.positionCS.xy * (float )_Mipmap, 1.0 , 1.0 ), _PixelCoordToViewDirWS).xyz );
142142 // Fetch the clouds
143143 return SAMPLE_TEXTURECUBE_LOD (_VolumetricCloudsTexture, s_linear_clamp_sampler, viewDirWS, _Mipmap);
144144 }
@@ -157,7 +157,7 @@ Shader "Hidden/HDRP/VolumetricCloudsCombine"
157157 float4 Frag (Varyings input) : SV_Target
158158 {
159159 // Construct the view direction
160- float3 viewDirWS = -normalize (mul (float4 (input.positionCS.xy * (float )_Mipmap, 1.0 , 1.0 ), _PixelCoordToViewDirWS));
160+ float3 viewDirWS = -normalize (mul (float4 (input.positionCS.xy * (float )_Mipmap, 1.0 , 1.0 ), _PixelCoordToViewDirWS).xyz );
161161 // Fetch the clouds
162162 float4 clouds = SAMPLE_TEXTURECUBE_LOD (_VolumetricCloudsTexture, s_linear_clamp_sampler, viewDirWS, _Mipmap);
163163 // Inverse the exposure
@@ -183,7 +183,7 @@ Shader "Hidden/HDRP/VolumetricCloudsCombine"
183183 float4 Frag (Varyings input) : SV_Target
184184 {
185185 // Construct the view direction
186- float3 viewDirWS = -normalize (mul (float4 (input.positionCS.xy * (float )_Mipmap, 1.0 , 1.0 ), _PixelCoordToViewDirWS));
186+ float3 viewDirWS = -normalize (mul (float4 (input.positionCS.xy * (float )_Mipmap, 1.0 , 1.0 ), _PixelCoordToViewDirWS).xyz );
187187 // Fetch the clouds
188188 float4 clouds = SAMPLE_TEXTURECUBE_LOD (_VolumetricCloudsTexture, s_linear_clamp_sampler, viewDirWS, _Mipmap);
189189 // Inverse the exposure
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