56 lines
1.3 KiB
Plaintext
56 lines
1.3 KiB
Plaintext
Shader "Hidden/DepthCopy"
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{
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Properties
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{
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// Is not used, we only need to sample from the depth map provided by the simulator camera
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull Off
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ZWrite Off
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ZTest Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _CameraDepthTexture;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float frag (v2f i) : SV_Target
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{
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// Adding small value to offset the depth to avoid occluding the meshes of simulation environments
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float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
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return depth;
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}
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ENDCG
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}
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}
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}
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