Shader "Hidden/Griffin/HeightMapFromMesh" { Properties { } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; float depth01 : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.depth01 = -UnityObjectToViewPos( v.vertex.xyz ).z * _ProjectionParams.w; return o; } float4 frag (v2f i) : SV_Target { float gray = saturate(1-i.depth01); return float4(gray, gray, gray, 1); } ENDCG } } }