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Question by cascaid · Aug 05, 2014 at 09:35 PM · shader

Manually setting the Z buffer in a surface shader

Is it possible to manually set the value of the Z buffer in a surface shader? I understand how to do this in a frag shader:


    Float _Z;   
    struct fout {
        fixed4 color : COLOR;
        float depth : DEPTH;
    };  
    fout frag(v2f IN)
    {
        fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
        fout fo;
        fo.color = c;
        fo.depth = _Z;
        return fo;
    }

but have completely failed to find a way to do this when only outputing a surfoutput. Alternatively, is there a way to run a second pass after the surface shader that would only alter the z with a frag shader, and not affect the colour/alpha.

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