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2025-06-04 09:09:39 +08:00

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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
}
}
}