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- 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
- }
- }
- }
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