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Fishing2/Assets/ThirdParty/LuxWater/Shaders/Resources/LuxWater_CopyDepth.shader
2025-05-10 12:49:47 +08:00

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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
}
}
}