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- Shader "DepthShader"
- {
- Properties{
- _Depth ("Depth", Range (0.5, 50)) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- };
- struct v2f
- {
- float4 vertexWorld : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- float _Depth;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertexWorld = mul(_Object2World, v.vertex);
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- return o;
- }
- float4 frag (v2f i) : SV_Target
- {
- float distFromCamera = distance(_WorldSpaceCameraPos.xyz,i.vertexWorld.xyz);
- distFromCamera = 1.0 - 1.0/(1.0+_Depth*distFromCamera*distFromCamera);
- return float4(distFromCamera,distFromCamera,distFromCamera,1.0);
- }
- ENDCG
- }
- }
- }
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