1 Shader "Hidden/ConvertDepth" {
2     Properties {
3         _MainTex (
"Base (RGB)", 2D) = "" {}
4     }
5     
6     
// Shader code pasted into all further CGPROGRAM blocks
7     CGINCLUDE
8         
9     #include
"UnityCG.cginc"
10     
11     
struct v2f {
12         float4 pos : SV_POSITION;
13         float2 uv : TEXCOORD0;
14     };
15         
16     sampler2D _MainTex;
17     sampler2D_float _CameraDepthTexture;
18         
19     v2f vert( appdata_img v )
20     {
21         v2f o;
22         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
23         o.uv = v.texcoord.xy;
24         
return o;
25     }
26     
27     half4 frag(v2f i) : SV_Target
28     {
29         
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
30         d = Linear01Depth(d);
31              
32         
if(d>0.99999)
33             
return half4(1,1,1,1);
34         
else
35             
return EncodeFloatRGBA(d);
36     }
37
38     ENDCG
39     
40 Subshader {
41     
42  Pass {
43       ZTest Always Cull Off ZWrite Off
44
45       CGPROGRAM
46       #pragma vertex vert
47       #pragma fragment frag
48       ENDCG
49   }
50 }
51
52 Fallback off
53     
54 }
// shader


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