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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/ConvertDepth" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- }
-
- // Shader code pasted into all further CGPROGRAM blocks
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- sampler2D_float _CameraDepthTexture;
-
- v2f vert( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
- return o;
- }
-
- half4 frag(v2f i) : SV_Target
- {
- float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
- d = Linear01Depth(d);
-
- if(d>0.99999)
- return half4(1,1,1,1);
- else
- return EncodeFloatRGBA(d);
- }
- ENDCG
-
- Subshader {
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- Fallback off
-
- } // shader
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