Shader "LiquidVolume/DepthPrePass" { Properties { _Color ("Color", Color) = (0,0,1,1) } SubShader { CGINCLUDE #include "UnityCG.cginc" float _FlaskThickness; struct v2f { float4 pos: SV_POSITION; float3 worldPos: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } v2f vertBack(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); v.vertex.xyz *= _FlaskThickness; o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } inline float3 ProjectOnPlane(float3 v, float3 planeNormal) { float sqrMag = dot(planeNormal, planeNormal); float dt = dot(v, planeNormal); return v - planeNormal * dt / sqrMag; } float4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float distPersp = distance(_WorldSpaceCameraPos, i.worldPos); float3 cameraForward = UNITY_MATRIX_V[2].xyz; float3 orthoCameraPos = ProjectOnPlane(i.worldPos - _WorldSpaceCameraPos, cameraForward) + _WorldSpaceCameraPos; float distOrtho = distance(orthoCameraPos, i.worldPos); float dist = lerp(distPersp, distOrtho, unity_OrthoParams.w); #if LIQUID_VOLUME_FP_RENDER_TEXTURES return dist; #else return EncodeFloatRGBA( 1.0 / (1.0 + dist) ); #endif } ENDCG Pass { Cull Front ZWrite Off //ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile _ LIQUID_VOLUME_FP_RENDER_TEXTURES ENDCG } Pass { Cull Front ZWrite Off ZTest Greater CGPROGRAM #pragma vertex vertBack #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile _ LIQUID_VOLUME_FP_RENDER_TEXTURES ENDCG } } }