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@kototoibashi
Last active January 9, 2023 16:06
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depthshader
Shader "Custom/MyTestShader"
{
Properties
{
}
SubShader
{
// Draw ourselves after all opaque geometry
Tags { "Queue" = "Overlay" "DisableBatching" = "True" }
Cull Off
GrabPass { "_GrabTexture" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _GrabTexture,_CameraDepthTexture;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 grabPos : TEXCOORD0;
float4 vertex : SV_POSITION;
bool isCam : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.grabPos = ComputeGrabScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//return tex2Dproj(_GrabTexture,i.grabPos);
fixed4 transparent = tex2Dproj(_GrabTexture,i.grabPos);
//fixed4 depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
half depth = LinearEyeDepth(tex2Dproj(_CameraDepthTexture,i.grabPos))/10;
fixed4 color = depth;
return color;
}
ENDCG
}
}
}
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