44 lines
708 B
Plaintext
44 lines
708 B
Plaintext
Shader "GlobalSnow/DepthCopy" {
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Properties {
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float depth : TEXCOORD0;
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};
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v2f vert( appdata_base v ) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.depth = COMPUTE_DEPTH_01;
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// cover all horizon
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float4 scrPos = ComputeScreenPos(o.pos);
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if (scrPos.y<=0.01 || scrPos.y>=0.99) o.depth = 1.0;
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if (scrPos.x<=0.01 || scrPos.x>=0.99) o.depth = 1.0;
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return o;
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}
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float4 frag(v2f i) : SV_Target {
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return float4(i.depth, 0.0, 1.0, 1.0);
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}
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ENDCG
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Pass { // Depth snapshot
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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Fallback Off
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}
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