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@ValerioMarty
Last active July 6, 2021 14:33
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custom depth in linear space for the colored volumetric light tutorial
Shader "Hidden/CustomDepth"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 positionWS:TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
VertexPositionInputs positionInputs = GetVertexPositionInputs(v.vertex.xyz);
o.vertex = positionInputs.positionCS;
o.positionWS = positionInputs.positionWS;
return o;
}
real4 frag (v2f i) : SV_Target
{
real4 col = length( i.positionWS-_WorldSpaceCameraPos);
return col/_ProjectionParams.z;
}
ENDHLSL
}
}
}
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