void vert (inout appdata_full v, out Input i) { UNITY_INITIALIZE_OUTPUT(Input, i); i.proj = ComputeScreenPos(UnityObjectToClipPos(v.vertex)); COMPUTE_EYEDEPTH(i.proj.z); } void surf (Input IN, inout SurfaceOutput o) { half m_depth = LinearEyeDepth(tex2Dproj (_CameraDepthTexture, IN.proj).r); half deltaDepth = m_depth - IN.proj.z; }
基於深度視差能夠用來作不少效果,好比水的深度效果之類的。app