Shader "Hidden/Enviro/DepthDownsample" { CGINCLUDE #pragma multi_compile __ ENVIROURP #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float2 _PixelSize; float4 _MainTex_TexelSize; v2f vert(appdata_img v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.pos = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.pos.y *= -1; #endif #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord.xy; return o; } half4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); if (d>0.99999) return half4(1,1,1,1); else return EncodeFloatRGBA(d); } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off }