In order to calculate the light attenuation from a point light to mimic the same effect of Unity's built in shader, I need the range of a point light. I found the following global: Code (csharp): uniform float4 _LightPositionRange; // xyz = pos, w = 1/range However _LightPositionRange.w appears to always be zero for me. Is there something I need to have turned on via pragma or another way to obtain the range of the point light in the forward add pass? Thanks! C.J.