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59 lines
1.2 KiB
59 lines
1.2 KiB
Shader "Unlit/DepthShader1" |
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{ |
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Properties |
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{ |
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_DepthScale("DepthData",Float) = 0.1 |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" "Queue"="Transparent" } |
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LOD 100 |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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sampler2D _CameraDepthTexture; |
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float _DepthScale; |
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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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float4 scrPos : TEXCOORD1; |
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}; |
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v2f vert (appdata v) |
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{ |
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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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o.scrPos = ComputeGrabScreenPos(o.vertex); |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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// sample the texture |
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//fixed4 refrCol = tex2D(_RefractionTex,i.uv); |
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fixed4 refrCol = tex2D(_CameraDepthTexture, i.scrPos.xy/i.scrPos.w); |
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); |
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float linearDepth = LinearEyeDepth(refrCol.r); |
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float diff = linearDepth - i.scrPos.w; |
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fixed4 intersect = fixed4(1,1,1,1)-fixed4(diff*_DepthScale,diff*_DepthScale,diff*_DepthScale,1); |
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fixed4 border = saturate(intersect); |
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return border; |
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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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