Shader "GcAR/DepthRenderer" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry-100"} ZWrite Off Pass { Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float depth : FLOAT; }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.depth = -UnityObjectToViewPos(v.vertex).z * _ProjectionParams.w; return o; } float4 frag(v2f i) : COLOR { return EncodeFloatRGBA(i.depth); } ENDCG } } }