Shader "Hidden/LightweightPipeline/CopyDepth" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightiweightPipeline"} Pass { ZTest Always ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex vert #pragma fragment frag #include "LWRP/ShaderLibrary/Core.hlsl" TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_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 = TransformObjectToHClip(i.vertex.xyz); return o; } float frag(VertexOutput i) : SV_Depth { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv); } ENDHLSL } } }