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46 行
1.1 KiB

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
}
}
}