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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
}