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Shader "Tutorial/017_Depth_Postprocessing"{
//show values to edit in inspector
Properties{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
[Header(Wave)]
_WaveDistance ("Distance from player", float) = 10
_WaveTrail ("Length of the trail", Range(0,5)) = 1
_WaveColor ("Color", Color) = (1,0,0,1)
}
SubShader{
// markers that specify that we don't need culling
// or comparing/writing to the depth buffer
Cull Off
ZWrite Off
ZTest Always
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//the rendered screen so far
sampler2D _MainTex;
//the depth texture
sampler2D _CameraDepthTexture;
//variables to control the wave
float _WaveDistance;
float _WaveTrail;
float4 _WaveColor;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
//get depth from depth texture
float depth = tex2D(_CameraDepthTexture, i.uv).r;
//linear depth between camera and far clipping plane
depth = Linear01Depth(depth);
//depth as distance from camera in units
depth = depth * _ProjectionParams.z;
//get source color
fixed4 source = tex2D(_MainTex, i.uv);
//skip wave and return source color if we're at the skybox
if(depth >= _ProjectionParams.z)
return source;
//calculate wave
float waveFront = step(depth, _WaveDistance);
float waveTrail = smoothstep(_WaveDistance - _WaveTrail, _WaveDistance, depth);
float wave = waveFront * waveTrail;
//mix wave into source color
fixed4 col = lerp(source, _WaveColor, wave);
return col;
}
ENDCG
}
}
}