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| Shader "HHF/Tutorial/DepthMap" { SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } Cull Off
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata { float4 vertex : POSITION; };
struct v2f { float4 positionCS : SV_POSITION; float4 positionSS : TEXCOORD0; };
CBUFFER_START(UnityPerMaterial) CBUFFER_END TEXTURE2D(_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture);
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.positionSS = ComputeScreenPos(o.positionCS); return o; }
half4 frag(v2f i) : SV_Target { float2 screenUV = i.positionCS.xy / _ScreenParams.xy; half4 depthMap = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV); half depthZ = Linear01Depth(depthMap.x, _ZBufferParams); return depthZ; }
ENDHLSL } }
SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } Cull Off
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; };
struct v2f { float4 positionCS : SV_POSITION; float4 positionSS : TEXCOORD0; };
sampler2D _CameraDepthTexture;
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz); o.positionSS = ComputeScreenPos(o.positionCS); return o; }
half4 frag(v2f i) : SV_Target { float2 screenUV = i.positionCS.xy / _ScreenParams.xy; half4 depthMap = tex2D(_CameraDepthTexture, screenUV); half depthZ = Linear01Depth(depthMap); return depthZ; }
ENDCG } } }
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