ToriaAssets/Sources/Shaders/DepthCopyMask.shader

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2026-05-19 12:20:15 +02:00
Shader "GlobalSnow/DepthCopyMask" {
Properties {
//_GS_DepthMask ("Depth mask", 2D) = "white" {}
//_GS_DepthMaskWorldSize ("Depth mask size", Vector) = (2000,0,2000,0)
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float depth : TEXCOORD0;
float3 worldPos: TEXCOORD1;
float2 uv : TEXCOORD2;
};
sampler2D _GS_DepthMask;
float4 _GS_DepthMaskWorldSize;
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = COMPUTE_DEPTH_01;
o.worldPos = mul (unity_ObjectToWorld, v.vertex).xyz;
// cover all horizon
float4 scrPos = ComputeScreenPos(o.pos);
if (scrPos.y<=0.01 || scrPos.y>=0.99) o.depth = 1.0;
if (scrPos.x<=0.01 || scrPos.x>=0.99) o.depth = 1.0;
o.uv = scrPos.xy;
return o;
}
float4 frag (v2f i) : SV_Target {
float2 maskUV = (i.worldPos.xz - _GS_DepthMaskWorldSize.yw) / _GS_DepthMaskWorldSize.xz + 0.5.xx;
float a = tex2D(_GS_DepthMask, maskUV).a;
if (maskUV.x<=0.01 || maskUV.x>=0.99 || maskUV.y<=0.01 || maskUV.y>=0.99) a = 1.0;
return float4(i.depth, 1.0 - a, 0, 0);
}
ENDCG
Pass { // Depth snapshot with mask
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
}