// jave.lin 2020.03.09 Shader "Custom/GetDepthTexture" { Properties { _MainTex("Texture", 2D) = "white" {} //_ExampleName("Example vector", Vector) = (0.0, 0.0, 0.0, 0.0) } SubShader{ Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float3 _ExampleName; sampler2D _CameraDepthTexture; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target{ //return Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); // return LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); } ENDCG } } }