2025-01-03 13:42:53 +08:00

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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
}
}
}