Shader "Hidden/GetDepth" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull Off ZWrite On ZTest LEqual Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } float4 frag(v2f i) : SV_Target { return float4((i.vertex.z/i.vertex.w), 0, 0,1); } ENDCG } } }