Shader "Hidden/Core/CustomDepthBlit" { SubShader { HLSLINCLUDE #define USE_FULL_PRECISION_BLIT_TEXTURE // For now we don't test XR in this graphics test #undef UNITY_STEREO_INSTANCING_ENABLED #undef UNITY_STEREO_MULTIVIEW_ENABLED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" ENDHLSL Tags { "RenderType"="Opaque" } LOD 100 Cull Off ZTest Always Pass { Name "Depth" ColorMask 0 ZWrite On HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag float Frag (Varyings input) : SV_Depth { return SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord).r; } ENDHLSL } Pass { Name "Depth As Color" ZWrite Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag float4 Frag (Varyings input) : SV_Target { float depth = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord).r; return depth; } ENDHLSL } } }