BITFALL/Assets/Plugins/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/TextureTool/HeightMapFromMesh.shader

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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
}
}
}