Created
September 11, 2016 16:52
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Unity - Depth Intersection Shader
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Shader "Unlit/Intersection Glow" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,0,0,1) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 | |
Blend One One // additive blending for a simple "glow" effect | |
Cull Off // render backfaces as well | |
ZWrite Off // don't write into the Z-buffer, this effect shouldn't block objects | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
}; | |
struct v2f | |
{ | |
float4 screenPos : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _CameraDepthTexture; // automatically set up by Unity. Contains the scene's depth buffer | |
fixed4 _Color; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.screenPos = ComputeScreenPos(o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
//Get the distance to the camera from the depth buffer for this point | |
float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)).r); | |
//Actual distance to the camera | |
float fragZ = i.screenPos.z; | |
//If the two are similar, then there is an object intersecting with our object | |
float factor = 1-step( 0.1, abs(fragZ-sceneZ) ); | |
return factor * _Color; | |
} | |
ENDCG | |
} | |
} | |
} |
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