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Shader "TrueVolumetrics/OutputVolumeInfo" {
Properties { }
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture;
struct vert_in {
float4 vertex : POSITION;
};
struct fragment_input{
float4 position : SV_POSITION;
float4 screenPos : TEXCOORD0;
};
fragment_input vert(vert_in v) {
fragment_input o;
o.position = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.position);
return o;
}
float4 frag(fragment_input input, float face : VFACE) : COLOR {
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(input.screenPos)));
float distanceToCamera = min(sceneZ, input.screenPos.w);
return face < 0 ? distanceToCamera : -distanceToCamera;
}
ENDCG
SubShader {
Tags {"Queue"="Transparent"}
Pass {
Cull Off
ZWrite Off
ZTest Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
}
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