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56 lines
929 B
56 lines
929 B
Shader "Hidden/ConvertDepth" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "" {} |
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} |
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// Shader code pasted into all further CGPROGRAM blocks |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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sampler2D _MainTex; |
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sampler2D_float _CameraDepthTexture; |
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half4 _CameraDepthTexture_ST; |
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v2f vert( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _CameraDepthTexture_ST); |
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return o; |
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} |
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half4 frag(v2f i) : SV_Target |
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{ |
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float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); |
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d = Linear01Depth(d); |
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if(d>0.99999) |
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return half4(1,1,1,1); |
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else |
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return EncodeFloatRGBA(d); |
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} |
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ENDCG |
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Subshader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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