70 lines
2.0 KiB
Plaintext
70 lines
2.0 KiB
Plaintext
Shader "Hidden/RenderDepth"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment frag
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//#include "UnityCG.cginc"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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// v2f vert (appdata v)
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// {
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// v2f o;
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// o.vertex = UnityObjectToClipPos(v.vertex);
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// o.uv = v.uv;
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// return o;
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// }
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sampler2D _MainTex;
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TEXTURE2D_X(_CameraOpaqueTexture);
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SAMPLER(sampler_CameraOpaqueTexture);
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RWStructuredBuffer<float> distBuffer;
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int res;
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float4 frag (Varyings i) : SV_Target
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{
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float2 UV = i.positionCS.xy / _ScaledScreenParams.xy;
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#if UNITY_REVERSED_Z
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real depth = SampleSceneDepth(UV);
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#else
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// Adjust z to match NDC for OpenGL
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real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(UV));
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#endif
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depth = Linear01Depth(depth, _ZBufferParams);
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return float4(depth, depth, depth, 1);
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}
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ENDHLSL
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}
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}
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}
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