 
         float3 pos;
         bool hit = march (cameraOrigin, rayDir, pos);
+        float4 scenePixelColor = tex2D(_MainTex, i.uv);
 
         if (hit) {
             float sceneDepth = _ProjectionParams.z * Linear01Depth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);

    uniform float4 _CamUp;
    uniform float _TanHalfFov;
    // __UNIFORMS

    float blend(float a, float b)
    {

                    distfunc(pos + eps.xyx) - distfunc(pos - eps.xyx),
                    distfunc(pos + eps.xxy) - distfunc(pos - eps.xxy)));

                float3 reflected = reflect(rayDir, normal);
                float4 rayMarchedColor = float4(float3(0.5) + reflected/2, .9);
                return alphaOver(rayMarchedColor, scenePixelColor);
            }
        }

        return scenePixelColor;
    }

ENDCG
