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- Shader "Custom/ZBuffer"
- {
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f
- {
- float4 pos : SV_POSITION;
- float4 screenuv : TEXCOORD1;
- float4 screenPos : TEXCOORD2;
- };
- v2f vert(appdata_base v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.screenPos = ComputeScreenPos(o.pos);
- //COMPUTE_EYEDEPTH(o.screenPos.z);
- return o;
- }
- sampler2D _CameraDepthTexture;
- fixed4 frag(v2f i) : SV_Target
- {
- fixed intersect = (Linear01Depth(tex2D(_CameraDepthTexture, i.screenPos).r));
- return intersect;
- }
- ENDCG
- }
- }
- }
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