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adriadri6972 d3d9c5f833 upload project
2025-07-31 15:21:08 +02:00

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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
}
}
}