Shader "LiquidVolume/Editor/DepthTexPreview" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ LIQUID_VOLUME_FP_RENDER_TEXTURES #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _VLBackBufferTexture; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } half4 frag (v2f i) : SV_Target { float4 depth = tex2D(_VLBackBufferTexture, i.uv); #if LIQUID_VOLUME_FP_RENDER_TEXTURES depth /= _ProjectionParams.z; #endif return depth; } ENDCG } } }