Shader "Unlit/WaterDepth"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DepthScale("DepthScale",Range(1,1000)) = 1
}
SubShader
{
Tags { "Queue"="Transparent" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct MeshData
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct Interpolators
{
float2 uv : TEXCOORD0;
float4 posCS : SV_POSITION;
float3 posVS : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraDepthTexture;
float _DepthScale;
Interpolators vert (MeshData v)
{
Interpolators o;
o.posVS = UnityObjectToViewPos(v.vertex);
o.posCS = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (Interpolators i) : SV_Target
{
float2 uvScreen = i.posCS.xy / _ScreenParams.xy;
float depth = tex2D(_CameraDepthTexture,uvScreen) * _DepthScale;
depth = LinearEyeDepth(depth);
depth = depth + i.posVS.z;
return depth;
}
ENDCG
}
}
Fallback "Diffuse"
}
[Shader]水面深度计算
最新推荐文章于 2023-05-30 19:48:46 发布