Shader "Hidden/EnviroVolumetricCloudsDepthURP" { Properties { _MainTex ("Texture", any) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 //Pass 1 downsample Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #if defined (ENVIROURP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" TEXTURE2D_X_FLOAT(_CameraDepthTexture); SAMPLER (sampler_CameraDepthTexture); float4 _CameraDepthTexture_TexelSize; struct appdata { uint vertex : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float2 uv00 : TEXCOORD1; float2 uv10 : TEXCOORD2; float2 uv01 : TEXCOORD3; float2 uv11 : TEXCOORD4; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 pos = GetFullScreenTriangleVertexPosition(v.vertex); float2 uv = GetFullScreenTriangleTexCoord(v.vertex); o.vertex = pos; o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv); o.uv00 = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv) - 0.5 * _CameraDepthTexture_TexelSize.xy; o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0); o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y); o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy; return o; } float frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 depth; depth[0] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv00).r; depth[1] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv10).r; depth[2] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv01).r; depth[3] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv11).r; return min(depth[0], min(depth[1], min(depth[2], depth[3]))); } #else struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } sampler2D _MainTex; float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } #endif ENDHLSL } //Pass 2 Copy Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #if defined (ENVIROURP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" TEXTURE2D_X_FLOAT(_CameraDepthTexture); SAMPLER (sampler_CameraDepthTexture); struct appdata { uint vertex : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 pos = GetFullScreenTriangleVertexPosition(v.vertex); float2 uv = GetFullScreenTriangleTexCoord(v.vertex); o.vertex = pos; o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv); return o; } float frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r; } #else struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } sampler2D _MainTex; float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } #endif ENDHLSL } } }