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- Shader "Confirmat/NewImageEffectShader"
- {
- Properties
- {
- [HideInInspector] _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 5.0 // EXTRA FOR STORING
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 scrPos : TEXCOORD1;// EXTRA FOR STORING
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- o.scrPos = ComputeScreenPos(o.vertex); // EXTRA FOR STORING
- return o;
- }
- sampler2D _MainTex;
- sampler2D _CameraDepthTexture;
- // EXTRA FOR STORING
- //Fragment Shader
- int _width;
- int _height;
- RWStructuredBuffer<float> _myBuffer : register(u1);
- fixed4 frag (v2f i) : SV_Target
- {
- //get depth from depth texture
- float depth = tex2D(_CameraDepthTexture, i.uv).r;
- depth = Linear01Depth(depth);
- depth = depth * _ProjectionParams.z; //depth as distance from camera in units
- //EXTRA FOR STORING
- int x = int(i.scrPos.x * _width);
- int y = int(i.scrPos.y * _height);
- //_myBuffer[(y * _width) + x] = depth; // buffer should be written here, but nothing happens!
- _myBuffer[((_height - 1 - y) * _width) + x] = depth; // buffer should be written here, but nothing happens!
- return depth;
- }
- ENDCG
- }
- }
- }
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