Shader "Hidden/MicroSplat/CopyDepth" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D_float _DepthRT; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } float _CamCaptureHeight; float _CamFarClipPlane; float frag (v2f i) : SV_Target { float depth = _CamCaptureHeight + ((1 - tex2D(_DepthRT, i.uv).r) * _CamFarClipPlane); return depth; } ENDCG } } }