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// Apply this to a Camera, and make a material with the shader. | |
public class CameraRenderWithMaterial : MonoBehaviour | |
{ | |
public Material material; | |
void OnRenderImage(RenderTexture source, RenderTexture destination) | |
{ | |
Graphics.Blit(source, destination, material); | |
} | |
} |
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Shader "Joon/TopoMap" | |
{ | |
Properties | |
{ | |
_startDepth ("Start Depth", float) = 0 | |
_scale ("Depth Scale", float) = 0 | |
_lineHeight ("Line Height", float) = 0 | |
_Gradient("", 2D) = "" {} | |
_colorLine ("Color Line", Color) = (0,0,0,0) // color | |
} | |
SubShader{ | |
Tags{ "RenderType" = "Opaque" } | |
Pass{ | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float4 worldPos : NORMAL; | |
}; | |
float _startDepth; | |
float _scale; | |
float _lineHeight; | |
sampler2D_float _CameraDepthTexture; | |
float2 _CameraDepthTexture_TexelSize; | |
float4 _colorLine; | |
sampler2D _Gradient; | |
half4 frag(v2f_img i) : SV_Target | |
{ | |
float3 viewDir = UNITY_MATRIX_V[2].xyz; | |
viewDir = normalize(viewDir); | |
// sample points of the depth texture | |
float2 uv1 = i.uv + float2(0,_CameraDepthTexture_TexelSize.y); // BR | |
float2 uv2 = i.uv + float2(_CameraDepthTexture_TexelSize.x, 0); // TR | |
// Depth samples | |
float zs0 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); | |
float zs1 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv1); | |
float zs2 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv2); | |
// Convert to linear depth values. | |
float z0 = floor(zs0 / _lineHeight); | |
float z1 = floor(zs1 / _lineHeight); | |
float z2 = floor(zs2 / _lineHeight); | |
// check if any point lies in a different height slice | |
float z = abs(z0-z1+z0-z2); | |
if(abs(z) > 0) return _colorLine; | |
// else, return gradient sampled color | |
float v = ((z0 * _lineHeight) - _startDepth) * _scale; | |
return tex2D(_Gradient, float2(v, 0)); | |
} | |
ENDCG | |
} | |
} | |
} |
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