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64 lines
1.1 KiB

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
}
}
}