// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////////////////////////////////// // // Copyright (C) 2007-2016 , Inc. All Rights Reserved. // ////////////////////////////////////////////////////////////////////////// Shader "/zView/DepthRender" { SubShader { Tags { "RenderType"="Opaque" } Pass { Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 depth : TEXCOORD0; }; float _Log2FarPlusOne; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.depth.x = -mul(UNITY_MATRIX_MV, v.vertex).z; o.depth.y = 0; return o; } float4 frag(v2f i) : COLOR { return EncodeFloatRGBA(clamp(log2(i.depth.x + 1) / _Log2FarPlusOne, 0, 0.999999)); } ENDCG } } }