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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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