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58 lines
1002 B
Plaintext
58 lines
1002 B
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/ConvertDepth" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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}
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// Shader code pasted into all further CGPROGRAM blocks
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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float d = UNITY_SAMPLE_DEPTH( tex2D(_CameraDepthTexture, i.uv.xy) );
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d = Linear01Depth(d);
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if(d>0.99999)
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return half4(1,1,1,1);
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else
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return EncodeFloatRGBA(d);
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}
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ENDCG
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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Fallback off
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} // shader |