Hey everyone, I am writing a shader and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a surface shader. Unfortunately it doesn't seems possible as the data used in the meta pass are static, I mean they come from the static textures used in the material and the colors or values transformation applied. As an example, if I make some modification on the self-illumination value in any other pass other than the meta pass, the result is not applied. Is there a way to use the data calculated in the forwardbase pass or forwardadd pass or from any other pass ? Is there maybe another way to do that maybe using Command buffers ? If someone could give me a clue it would help me so much because for the moment I don't see any way to do that. Thank you very much.