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Assets/UnityChanStage/Visualizer Expand file tree Collapse file tree 4 files changed +579
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lines changed Original file line number Diff line number Diff line change 1- Shader  "Custom/CopyDepth"  {
2- 
3- Properties  {
4- }
5- SubShader  {
6- 	Tags  { "RenderType" ="Opaque"  }
7- 	ZTest  Always 
8- 	ZWrite  Off 
9- 
10- 	CGINCLUDE 
11- 
12- 	sampler2D  _CameraDepthTexture;
13- 
14- 	struct  ia_out
15- 	{
16- 		float4  vertex : POSITION ;
17- 	};
18- 
19- 	struct  vs_out
20- 	{
21- 		float4  vertex : SV_POSITION ;
22- 		float4  screen_pos : TEXCOORD0 ;
23- 	};
24- 
25- 	struct  ps_out
26- 	{
27- 		float4  color : COLOR0 ;
28- 	};
29- 
30- 
31- 	vs_out vert (ia_out v)
32- 	{
33- 		vs_out o;
34- 		o.vertex = v.vertex;
35- 		o.screen_pos = v.vertex;
36- 		return  o;
37- 	}
38- 
39- 	ps_out frag (vs_out i)
40- 	{
41- 		float2  coord = (i.screen_pos.xy / i.screen_pos.w + 1.0 ) * 0.5 ;
42- 		#if  UNITY_UV_STARTS_AT_TOP 
43- 			coord.y = 1.0 -coord.y;
44- 		#endif 
45- 
46- 		ps_out r;
47- 		r.color = tex2D (_CameraDepthTexture, coord);
48- 		return  r;
49- 	}
50- 	ENDCG 
51- 
52- 	Pass  {
53- 		CGPROGRAM 
54- 		#pragma  vertex vert
55- 		#pragma  fragment frag
56- 		#pragma  target 3.0 
57- 		#ifdef  SHADER_API_OPENGL   
58- 			#pragma  glsl
59- 		#endif 
60- 		ENDCG 
61- 	}
62- }
63- FallBack  Off }
1+ Shader  "Custom/CopyDepth"  {
2+ 
3+ Properties  {
4+ }
5+ SubShader  {
6+ 	Tags  { "RenderType" ="Opaque"  }
7+ 	ZTest  Always 
8+ 	ZWrite  Off 
9+ 
10+ 	CGINCLUDE 
11+ 
12+ 	sampler2D  _CameraDepthTexture;
13+ 
14+ 	struct  ia_out
15+ 	{
16+ 		float4  vertex : POSITION ;
17+ 	};
18+ 
19+ 	struct  vs_out
20+ 	{
21+ 		float4  vertex : SV_POSITION ;
22+ 		float4  screen_pos : TEXCOORD0 ;
23+ 	};
24+ 
25+ 	struct  ps_out
26+ 	{
27+ 		float4  color : COLOR0 ;
28+ 	};
29+ 
30+ 
31+ 	vs_out vert (ia_out v)
32+ 	{
33+ 		vs_out o;
34+ 		o.vertex = v.vertex;
35+ 		o.screen_pos = v.vertex;
36+ 		return  o;
37+ 	}
38+ 
39+ 	ps_out frag (vs_out i)
40+ 	{
41+ 		float2  coord = (i.screen_pos.xy / i.screen_pos.w + 1.0 ) * 0.5 ;
42+ 		#if  UNITY_UV_STARTS_AT_TOP 
43+ 			coord.y = 1.0 -coord.y;
44+ 		#endif 
45+ 
46+ 		ps_out r;
47+ 		r.color = tex2D (_CameraDepthTexture, coord);
48+ 		return  r;
49+ 	}
50+ 	ENDCG 
51+ 
52+ 	Pass  {
53+ 		CGPROGRAM 
54+ 		#pragma  vertex vert
55+ 		#pragma  fragment frag
56+ 		#pragma  target 3.0 
57+ 		#ifdef  SHADER_API_OPENGL 
58+ 			#pragma  glsl
59+ 		#endif 
60+ 		ENDCG 
61+ 	}
62+ }
63+ FallBack  Off }
    
 
   
 
     
   
   
          
     
  
    
     
 
    
      
     
 
     
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