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58 行
992 B

Shader "Hidden/MotionBlurClear"
{
Properties { }
SubShader {
Pass {
//ZTest LEqual
ZTest Always // lame depth test
ZWrite Off // lame depth test
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct vs_input {
float4 vertex : POSITION;
};
struct ps_input {
float4 pos : SV_POSITION;
float4 screen : TEXCOORD0;
};
sampler2D_float _CameraDepthTexture;
ps_input vert (vs_input v)
{
ps_input o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.screen = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.screen.z);
return o;
}
float4 frag (ps_input i) : SV_Target
{
// superlame: manual depth test needed as we can't bind depth, FIXME for 4.x
// alternatively implement SM > 3 version where we write out custom depth
float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen));
d = LinearEyeDepth(d);
clip(d - i.screen.z + 1e-2f);
return float4(0, 0, 0, 0);
}
ENDCG
}
}
Fallback Off
}