struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; uniform sampler2D _CameraDepthTexture; uniform sampler2D _MainTex; uniform vec4 _ZBufferParams; float LinearEyeDepth( in float z ); vec4 frag( in v2f_img i ); float LinearEyeDepth( in float z ) { return (1.00000 / ((_ZBufferParams.z * z) + _ZBufferParams.w )); } vec4 frag( in v2f_img i ) { vec4 tex; vec4 depth; float z; vec4 col; tex = texture2D( _MainTex, i.uv); depth = texture2D( _CameraDepthTexture, i.uv); z = (LinearEyeDepth( depth.x ) * 0.0100000); col = tex; col.xy = vec2( z); return col; } void main() { vec4 xl_retval; v2f_img xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }