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- Shader "Fog Volume/RT viewers/RT_DepthR"
- {
- Properties{
- _MainTex("Base", 2D) = "" {}
- _Intensity("Intensity", Range(1, 20)) = 1
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
- #pragma multi_compile _ _FOG_LOWRES_RENDERER
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- float _Intensity;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
-
- float4 vertex : SV_POSITION;
- };
-
- sampler2D RT_DepthR, _MainTex;
- float4 RT_DepthR_ST, _MainTex_TexelSize, _MainTex_ST;
- sampler2D _CameraDepthTexture;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, RT_DepthR);
-
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- float Depth = tex2D(RT_DepthR, i.uv).r;
- Depth *= 1000;
- return 1 / Depth*_Intensity;
- //#if UNITY_REVERSED_Z!=1
- // return float4(1, 0, 0, 1);
- //#else
- // return float4(0, 1, 0, 1);
- //#endif
- //return z.r;
- //return DecodeFloatRGBA(z)*50;
- }
- ENDCG
- }
- }
- }
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