56 lines
1.3 KiB
Plaintext
56 lines
1.3 KiB
Plaintext
Shader "GlobalSnow/DepthCopyMask" {
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Properties {
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//_GS_DepthMask ("Depth mask", 2D) = "white" {}
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//_GS_DepthMaskWorldSize ("Depth mask size", Vector) = (2000,0,2000,0)
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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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float3 worldPos: TEXCOORD1;
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float2 uv : TEXCOORD2;
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};
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sampler2D _GS_DepthMask;
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float4 _GS_DepthMaskWorldSize;
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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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o.worldPos = mul (unity_ObjectToWorld, v.vertex).xyz;
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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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o.uv = scrPos.xy;
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return o;
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}
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float4 frag (v2f i) : SV_Target {
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float2 maskUV = (i.worldPos.xz - _GS_DepthMaskWorldSize.yw) / _GS_DepthMaskWorldSize.xz + 0.5.xx;
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float a = tex2D(_GS_DepthMask, maskUV).a;
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if (maskUV.x<=0.01 || maskUV.x>=0.99 || maskUV.y<=0.01 || maskUV.y>=0.99) a = 1.0;
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return float4(i.depth, 1.0 - a, 0, 0);
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}
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ENDCG
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Pass { // Depth snapshot with mask
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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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