35 lines
917 B
Plaintext
35 lines
917 B
Plaintext
Shader "Hidden/NimbleFox/DepthToGrayscale"
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{
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SubShader
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{
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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UNITY_DECLARE_DEPTH_TEXTURE(_MainTex);
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float _DepthRangeNear;
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float _DepthRangeFar;
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fixed4 frag(v2f_img i) : SV_Target
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{
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_MainTex, i.uv);
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float linearDepth = LinearEyeDepth(rawDepth);
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float normalizedDepth = saturate((linearDepth - _DepthRangeNear) / max(0.0001, _DepthRangeFar - _DepthRangeNear));
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float grayscale = 1.0 - normalizedDepth;
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return fixed4(grayscale, grayscale, grayscale, 1.0);
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}
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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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