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