Shader "Unlit/DepthShader" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float depth : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldPos: TEXCOORD1; }; //uniform float4 _ProjectionParams; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.depth = COMPUTE_DEPTH_01; o.worldPos = mul(unity_ObjectToWorld, v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(length(i.worldPos - _WorldSpaceCameraPos.xyz) * _ProjectionParams.w, 0, 0, 1); } ENDCG } } }