// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/TenkokuDepth" { Properties { _MainTex ("", 2D) = "white" {} } SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D_float _CameraDepthTexture; uniform float4 _MainTex_TexelSize; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv_depth : TEXCOORD1; }; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv_depth = v.texcoord.xy; return o; } half4 frag (v2f i) : SV_Target { float4 origColor; half4 retValue; //get textures origColor = tex2D(_MainTex, i.uv); retValue.rgb = origColor.rgb; //DX11 #if SHADER_API_D3D11 float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth); float dpth = LinearEyeDepth(rawDepth); retValue.a = dpth/500; #else //DX9 float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth); float dpth = Linear01Depth(rawDepth); retValue.a = dpth; #endif //retValue.rgb = retValue.a; retValue.a = 0.0 + max(retValue.r,max(retValue.g,retValue.b)); //if (retValue.a >= 0.01){ // retValue.a = 1.0; //} return retValue; } ENDCG } } Fallback off }