<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<oembed>
  <author_name>Ny_Program</author_name>
  <author_url>https://blog.hatena.ne.jp/Ny_Program/</author_url>
  <blog_title>シェーダーTips</blog_title>
  <blog_url>https://ny-program.hatenablog.com/</blog_url>
  <categories>
  </categories>
  <description>Shader &quot;Zpos&quot; { Properties { _MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include &quot;UnityCG.cginc&quot; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; float4 projPos : TEXCOORD1; }; // デプステクスチャの宣言 U…</description>
  <height>190</height>
  <html>&lt;iframe src=&quot;https://hatenablog-parts.com/embed?url=https%3A%2F%2Fny-program.hatenablog.com%2Fentry%2F2021%2F10%2F20%2F202020&quot; title=&quot;【Unity】【シェーダー】描画するオブジェクトの深度値と深度バッファの取得方法 - シェーダーTips&quot; class=&quot;embed-card embed-blogcard&quot; scrolling=&quot;no&quot; frameborder=&quot;0&quot; style=&quot;display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;&quot;&gt;&lt;/iframe&gt;</html>
  <image_url>https://cdn-ak.f.st-hatena.com/images/fotolife/N/Ny_Program/20190915/20190915205556.gif</image_url>
  <provider_name>Hatena Blog</provider_name>
  <provider_url>https://hatena.blog</provider_url>
  <published>2021-10-20 20:20:20</published>
  <title>【Unity】【シェーダー】描画するオブジェクトの深度値と深度バッファの取得方法</title>
  <type>rich</type>
  <url>https://ny-program.hatenablog.com/entry/2021/10/20/202020</url>
  <version>1.0</version>
  <width>100%</width>
</oembed>
