https://forum.unity.com/threads/accessing-depth-buffer-from-a-surface-shader.404380/
https://gamedev.stackexchange.com/questions/158243/surface-depth-intersection-shader#
Surface Shader:
Shader "Intersection/SimpleSurface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_InvFade ("Soft Factor", Range(0.01,3.0)) = 1.0
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert alpha:fade nolightmap
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 screenPos;
float eyeDepth;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_TexelSize;
float _InvFade;
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
COMPUTE_EYEDEPTH(o.eyeDepth);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
float rawZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.screenPos));
float sceneZ = LinearEyeDepth(rawZ);
float partZ = IN.eyeDepth;
float fade = 1.0;
if ( rawZ > 0.0 ) // Make sure the depth texture exists
fade = saturate(_InvFade * (sceneZ - partZ));
o.Alpha = c.a * fade;
}
ENDCG
}
}
Glow Surface:
Shader "Intersection/Surface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_GlowColor("Glow Color", Color) = (1, 1, 1, 1)
_FadeLength("Fade Length", Range(0, 5)) = 1
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
CGPROGRAM
#pragma surface surf Standard vertex:vert alpha:fade nolightmap
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 screenPos;
float eyeDepth;
};
half _Glossiness;
half _Metallic;
sampler2D _CameraDepthTexture;
fixed4 _Color;
fixed4 _GlowColor;
float _FadeLength;
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
COMPUTE_EYEDEPTH(o.eyeDepth);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
float rawZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.screenPos));
float sceneZ = LinearEyeDepth(rawZ);
float partZ = IN.eyeDepth;
float diff = (sceneZ - partZ);
float intersect = 1 - saturate(diff / _FadeLength);
fixed4 col = fixed4(lerp(tex2D(_MainTex, IN.uv_MainTex) * _Color, _GlowColor, pow(intersect, 4)));
o.Albedo = col.rgb;
o.Alpha = col.a;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
}
ENDCG
}
FallBack "Diffuse"
}
Fragment Shader:
Shader "Intersection/Fragment"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
_GlowColor("Glow Color", Color) = (1, 1, 1, 1)
_FadeLength("Fade Length", Range(0, 2)) = 0.15
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v, out float4 vertex : SV_POSITION)
{
v2f o;
vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
sampler2D _CameraDepthTexture;
fixed4 _Color;
fixed3 _GlowColor;
float _FadeLength;
fixed4 frag (v2f i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target
{
float2 screenuv = vpos.xy / _ScreenParams.xy;
float screenDepth = Linear01Depth(tex2D(_CameraDepthTexture, screenuv));
float diff = screenDepth - Linear01Depth(vpos.z);
float intersect = 0;
if(diff > 0)
intersect = 1 - smoothstep(0, _ProjectionParams.w * _FadeLength, diff);
fixed4 glowColor = fixed4(lerp(_Color.rgb, _GlowColor, pow(intersect, 4)), 1);
fixed4 col = _Color * _Color.a + glowColor;
col.a = _Color.a;
return col;
}
ENDCG
}
}
}