Shader "Hidden/Debug" { SubShader { Pass { ZTest Always Cull Off ZWrite Off Blend Off CGPROGRAM #pragma target 3.0 #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag sampler2D _CameraDepthTexture; sampler3D _VolumeInject; sampler3D _VolumeScatter; sampler2D _Shadowmap; sampler2D _ShadowmapBlurred; sampler2D _MainTex; sampler2D _BoxLightShadowmap; float _Z; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata_img v) { v2f o; o.pos = v.vertex; o.pos.xy = o.pos.xy * 2 - 1; o.uv = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_ProjectionParams.x < 0) o.uv.y = 1-o.uv.y; #endif return o; } half4 frag (v2f i) : SV_Target { half depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); // return i.uv.xyyy; return tex2D(_BoxLightShadowmap, i.uv); //return log(tex2D(_ShadowmapBlurred, i.uv))/80.0; return tex3D(_VolumeInject, half3(i.uv.x, i.uv.y, _Z)).a;// * tex2D(_MainTex, float2(i.uv.x, i.uv.y)); } ENDCG } } }