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