Shader "Render Depth" { SubShader { Tags { "RenderType"="WaterDepth" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 depth : TEXCOORD0; }; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_DEPTH(o.depth); return o; } half4 frag(v2f i) : SV_Target { UNITY_OUTPUT_DEPTH(i.depth); } ENDCG } } }