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Question by spkim921 · May 22, 2017 at 03:11 PM · shadertransparencydepth

How can I path multiple shader? I would like to combine transparent shader with depth.

I have two shader one is Transparent from other post. And I have depth shader using frag. Is it possible to pass two shader with frag and surf? Also, is there any possiblity that can combine? Either was is fine. Depth shader:

     Shader "ShaderDepth" {
         SubShader
         {
             Tags{ "RenderType" = "Opaque" }
             Fog { Mode Off}
             Pass
         {
             CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #include "UnityCG.cginc"
     
             sampler2D _CameraDepthTexture;
     
             struct v2f 
             {
             float4 pos : SV_POSITION;
             float4 scrPos : TEXCOORD1; //Screen position of pos
             };
     
         v2f vert(appdata_base v) 
         {
             v2f o;
             o.pos = UnityObjectToClipPos(v.vertex);
             o.scrPos = ComputeScreenPos(o.pos);
             //for some reason, the y position of the depth texture comes out inverted
             //o.scrPos.y = 1 - o.scrPos.y;
             return o;
         }
     
         //Fragment Shader
         float4 frag(v2f i) : COLOR
         {
     
         //Get depth
         
         float d = Linear01Depth(tex2Dproj(_CameraDepthTexture, 
               UNITY_PROJ_COORD(i.scrPos)).r);
         
         float4 enc = float4(0, 0, 0, 1) * d;
     
         return enc;
         }
             ENDCG
         }
         }
             FallBack "VertexLit"
     }
     
 
 Transparent shader: 
 
 Shader "Custom/cs_transparent" {
         Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader
     {
         Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
         LOD 200
    
         CGPROGRAM
  
         #pragma surface surf Standard fullforwardshadows alpha:fade
         #pragma target 3.0
  
         sampler2D _MainTex;
  
         struct Input {
             float2 uv_MainTex;
         };
  
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
  
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Standard"
 
 }
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Answer by Namey5 · May 24, 2017 at 11:19 AM

  Shader "Custom/cs_transparent" {
      Properties
      {
          _Color ("Color", Color) = (1,1,1,1)
          _MainTex ("Albedo (RGB)", 2D) = "white" {}
          _Glossiness ("Smoothness", Range(0,1)) = 0.5
          _Metallic ("Metallic", Range(0,1)) = 0.0
      }
      SubShader
      {
          Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
          LOD 200
     
          CGPROGRAM
   
          #pragma surface surf Standard fullforwardshadows alpha:fade
          #pragma target 3.0
   
          sampler2D _MainTex;
          sampler2D_float _CameraDepthTexture;
   
          struct Input {
              float2 uv_MainTex;
              float4 screenPos;
          };
   
          half _Glossiness;
          half _Metallic;
          fixed4 _Color;
   
          void surf (Input IN, inout SurfaceOutputStandard o)
          {
              fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
              o.Albedo = c.rgb;
              o.Metallic = _Metallic;
              o.Smoothness = _Glossiness;
              o.Emission = Linear01Depth (tex2D (_CameraDepthTexture, IN.screenPos.xy / IN.screenPos.w).r);
              o.Alpha = c.a;
          }
          ENDCG
      }
      FallBack "Standard"
  
  }
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avatar image spkim921 · Jun 08, 2017 at 04:08 PM 0
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Thank you very much. However, I would not get the out put what I want. So I want to save depth so I encode float depth to fixed4 rgba. So I need to use frag shader in the end. Is it possible to use frag shade in the end?

avatar image spkim921 · Jun 08, 2017 at 04:09 PM 0
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Also depth information is floating point. However, o.Emission is half3 so it is not able to represent depth fully. Do you know any other way around?

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