Shader "Hidden/LightweightPipeline/CopyDepth" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightiweightPipeline"} Pass { ColorMask 0 ZTest Always ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D_float _CameraDepthTexture; struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VertexOutput { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; VertexOutput vert(VertexInput i) { VertexOutput o; o.uv = i.uv; o.position = UnityObjectToClipPos(i.vertex); return o; } float frag(VertexOutput i) : SV_Depth { return tex2D(_CameraDepthTexture, i.uv).r; } ENDCG } } }