Do you think this might do what GetPerPixelLightAttenuation(float2 UV) was supposed to do? I think this is really all I’m looking for, but it’s been broken since somewhere around 4.21.
GetPerPixelLightAttenuation(float2 UV) was an HLSL function. Would be interesting to see if that can be fixed – it’s far preferrable to do this in-shader rather than as a post process.