Shader "GlobalSnow/DepthCopy" { Properties { } SubShader { CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float depth : TEXCOORD0; }; v2f vert( appdata_base v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.depth = COMPUTE_DEPTH_01; // 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; return o; } float4 frag(v2f i) : SV_Target { return float4(i.depth, 0.0, 1.0, 1.0); } ENDCG Pass { // Depth snapshot CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback Off }