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