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49 行
1.3 KiB

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
}
}
}