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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