Shader "Hidden/CreaseApply" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _HrDepthTex ("Base (RGB)", 2D) = "white" {} _LrDepthTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _HrDepthTex; sampler2D _LrDepthTex; uniform float4 _MainTex_TexelSize; half4 _MainTex_ST; half4 _HrDepthTex_ST; half4 _LrDepthTex_ST; uniform float intensity; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; return o; } half4 frag (v2f i) : SV_Target { float4 hrDepth = tex2D(_HrDepthTex, UnityStereoScreenSpaceUVAdjust(i.uv, _HrDepthTex_ST)); float4 lrDepth = tex2D(_LrDepthTex, UnityStereoScreenSpaceUVAdjust(i.uv, _LrDepthTex_ST)); hrDepth.a = DecodeFloatRGBA(hrDepth); lrDepth.a = DecodeFloatRGBA(lrDepth); float4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); } ENDCG } } Fallback off }