Shader "Hidden/Lux Water/CopyDepth" { Properties { } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog{ Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); #if defined(UNITY_REVERSED_Z) // depth = 1.0f - depth; #endif return float4(depth.xxx, 1); } ENDCG } } }