Shader "Beautify/CopyDepthBiased" { Properties{ _MainTex("", 2D) = "white" {} } SubShader{ Tags{ "RenderType" = "Transparent" } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float depth01 : TEXCOORD0; }; float _BeautifyDepthBias; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.depth01 = COMPUTE_DEPTH_01; o.depth01 *= _BeautifyDepthBias; return o; } float4 frag(v2f i) : SV_Target{ return EncodeFloatRGBA(i.depth01); } ENDCG } } }