Shader "Hidden/EnviroVolumetricCloudsDepth" { Properties { //_MainTex ("Texture", any) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 //Pass 1 downsample Pass { Cull Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #include "UnityCG.cginc" UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float4 _CameraDepthTexture_TexelSize; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float2 uv00 : TEXCOORD1; float2 uv10 : TEXCOORD2; float2 uv01 : TEXCOORD3; float2 uv11 : TEXCOORD4; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.vertex = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.vertex.y *= -1; #endif #else o.vertex = UnityObjectToClipPos(v.vertex); #endif o.uv = v.uv; o.uv00 = v.uv - 0.5 * _CameraDepthTexture_TexelSize.xy; o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0); o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y); o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy; return o; } float frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 depth; depth[0] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv00)); depth[1] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv10)); depth[2] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv01)); depth[3] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv11)); return max(depth[0], max(depth[1], max(depth[2], depth[3]))); } ENDCG } //Pass 2 Copy Pass { Cull Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #include "UnityCG.cginc" UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.vertex = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.vertex.y *= -1; #endif #else o.vertex = UnityObjectToClipPos(v.vertex); #endif o.uv = v.uv; return o; } float frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv)); } ENDCG } } }