47 lines
927 B
Plaintext
47 lines
927 B
Plaintext
Shader "Hidden/Internal-CombineDepthNormals" {
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SubShader {
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Pass {
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ZWrite Off ZTest Always Cull Off
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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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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _CameraNormalsTexture_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord,_CameraNormalsTexture);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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sampler2D _CameraNormalsTexture;
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fixed4 frag (v2f i) : SV_Target
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{
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float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
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float3 n = tex2D (_CameraNormalsTexture, i.uv) * 2.0 - 1.0;
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d = Linear01Depth (d);
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n = mul ((float3x3)unity_WorldToCamera, n);
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n.z = -n.z;
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return (d < (1.0-1.0/65025.0)) ? EncodeDepthNormal (d, n.xyz) : float4(0.5,0.5,1.0,1.0);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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