Approximate screen position of the sun in post-process unlit shader

Hello,

I’m trying to find the screen position of the sun between 0 and 1 in a post process shader but without success. _SunDir is the transform.forward of the directional light, sunScreenPos is a float2 value and this code is in the vertex shader.

float4 worldSunPos = float4((_WorldSpaceCameraPos - _SunDir * _ProjectionParams.z).xyz, 1.0);

o.sunScreenPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, worldSunPos)).xy;

Thanks in advance.

I approximated the sun position on screen in C#.
It was much easier.