// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/BlitToDepth" { Properties { _MainTex ("Texture", any) = "" {} _Color("Multiplicative color", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { Pass { ZTest Always Cull Off ZWrite On ColorMask 0 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 5.0 #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); uniform float4 _MainTex_ST; uniform float4 _Color; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); return o; } fixed4 frag (v2f i, out float oDepth : SV_Depth) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); oDepth = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord).r; return float4(oDepth, 0, 0, 1); } ENDCG } } Fallback Off }