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authoryum <yum.food.vr@gmail.com>2026-02-26 14:24:42 -0800
committeryum <yum.food.vr@gmail.com>2026-02-26 14:24:42 -0800
commit4463becae15767e900255b92eab7f8b781e4e020 (patch)
tree52b4ee3f324a5d3f94b9279542d224a74fdaad2b
parent75439d0d6437a10b00b240aba75e9f12de20150b (diff)
Drop depth blit; used for impostors, now deleted
-rwxr-xr-xDepthBlit.shader56
1 files changed, 0 insertions, 56 deletions
diff --git a/DepthBlit.shader b/DepthBlit.shader
deleted file mode 100755
index b2a512f..0000000
--- a/DepthBlit.shader
+++ /dev/null
@@ -1,56 +0,0 @@
-Shader "Hidden/yum_food/DepthBlit"
-{
- // Reads from depth texture and outputs linearized depth to color
- Properties
- {
- _MainTex ("", 2D) = "white" {}
- _Near ("Near Plane", Float) = 0.01
- _Far ("Far Plane", Float) = 1.0
- }
-
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- UNITY_DECLARE_DEPTH_TEXTURE(_DepthTex);
- float _Near;
- float _Far;
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(vertex);
- o.uv = uv;
- return o;
- }
-
- float4 frag(v2f i) : SV_Target
- {
- // 0 = near clip plane, 1 = far clip plane.
- float rawDepth = SAMPLE_DEPTH_TEXTURE(_DepthTex, i.uv);
- // Unity uses reversed-Z on most platforms: 1 at near, 0 at far.
- // Flip to get linear 0-1 (0=near, 1=far) for orthographic cameras.
- #if defined(UNITY_REVERSED_Z)
- return 1.0 - rawDepth;
- #else
- return rawDepth;
- #endif
- }
- ENDCG
- }
- }
-}