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The only point of trying to approximate this sphere is to filter which pixels to modify. Try this from the reverse direction: 1) Render everything (no sphere) normally using FragmentShader1, transforming with ViewProjection: return tex2D(_MainTex, i.uv); 2) Activate an Opaque BlendState so we overwrite whatever was just drawn. 3) Activate ...


I think that what you need, it's to add a Post Process Volume to your map and set it up to Unbound. This will make your PPVolume "global", affecting everthing boundless.

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