diff options
| -rwxr-xr-x | DepthBlit.shader | 56 |
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 - } - } -} |
