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Copy path95-Shader__DepthTexture Shader-NewUnlitShader.shader.txt
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95-Shader__DepthTexture Shader-NewUnlitShader.shader.txt
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Shader "Unlit/#NAME#"
{
//This grabs from a depth shader, similar to how the Grab Pass shader works.
//It will be transparent, based on the distance to an opaque surface behind it
// This will require that the camera is rendering to a depth texture, which might require this script:
// camera.depthTextureMode = DepthTextureMode.DepthNormals;
Properties
{
_Color("Color", Color) = (0,0,0,0)
_DepthStrength("Depth Strength", float) = 1
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Back
Tags
{
"RenderType" = "Transparent"
"Queue" = "Geometry+1"
}
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 projPos : TEXCOORD1; //Screen position of pos
float4 vertex : SV_POSITION;
float depth : DEPTH;
};
float _DepthStrength;
sampler2D _CameraDepthNormalsTexture;
fixed4 _Color;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(o.vertex);
o.depth = -mul(UNITY_MATRIX_MV, v.vertex).z *_ProjectionParams.w;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float screenDepth = DecodeFloatRG(tex2D(_CameraDepthNormalsTexture, i.projPos.xy / i.projPos.w).zw);
float diff = (screenDepth - i.depth) * 0.3;
float intersect = 1 - smoothstep(0, _ProjectionParams.w * _DepthStrength, diff);
float glow = 1-intersect;
return fixed4(_Color.rgb, glow);
}
ENDCG
}
}
}