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- Shader "Hidden/ComputeScreenPos"
- {
- Properties
- {
- _A ("_A", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
-
- float4 frag( v2f_img i ) : SV_Target
- {
- float4 a = tex2D( _A, i.uv );
- float4 screenPos = ComputeScreenPos(a);
- return screenPos;
- }
- ENDCG
- }
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- float4 frag (v2f_img i) : SV_Target
- {
- float4 a = tex2D(_A, i.uv);
- float4 screenPos = ComputeScreenPos(a);
- screenPos = screenPos / screenPos.w;
- screenPos.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? screenPos.z : screenPos.z* 0.5 + 0.5;
- return screenPos;
- }
- ENDCG
- }
- }
- }
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