Shader "Hidden/DepthCopy" { Properties { // Is not used, we only need to sample from the depth map provided by the simulator camera _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull Off ZWrite Off ZTest Off 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; }; sampler2D _CameraDepthTexture; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float frag (v2f i) : SV_Target { // Adding small value to offset the depth to avoid occluding the meshes of simulation environments float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); return depth; } ENDCG } } }