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DepthShader.shader
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Shader "Custom/DepthShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 screenPos: TEXTCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex, _CameraDepthTexture;
float4 frag (v2f i) : SV_Target
{
// Extract color from texture
float4 color = tex2D(_MainTex, i.uv);
// Extract depth from camera depth texture
float depth = LinearEyeDepth(tex2D(_CameraDepthTexture, i.screenPos.xy));
// Clip depth to far plane
float farPlane = _ProjectionParams.z;
if (depth > farPlane) depth = 0;
// Convert color from linear to sRGB
color.rgb = LinearToGammaSpace(saturate(color.rgb));
// Store depth in alpha channel
color.a = depth;
return color;
}
ENDCG
}
}
}