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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/Internal-CombineDepthNormals.shader
2024-08-23 15:49:34 +08:00

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