I'm trying to reproduce a post-effect with unity seen in the answer here. [Chromadepth answer][1] ![screen wave effect][2] For the moment I just manage to reproduce the wave effect with a quick edge detection. I tried multiple textures but can't find one that fit do the same effect. I am using this texture [![enter image description here][3]][3] The result for far. [![enter image description here][4]][4] Shader "Unlit/ChromaDepthEdge" { Properties { _MainTex ("Texture", 2D) = "white" {} _Ramp ("Texture", 2D) = "white" {} _Threshold("Threshold", Float) = 0.1 } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; sampler2D _MainTex; sampler2D _Ramp; // Request camera depth buffer as a texture. // Incurs extra cost in forward rendering, "just there" in deferred. sampler2D _CameraDepthTexture; float4 _MainTex_TexelSize; float4x4 _InverseViewMatrix; float _Threshold; void vert ( float4 vertex : POSITION, out float4 outpos : SV_POSITION) { outpos = UnityObjectToClipPos(vertex); } fixed4 frag (UNITY_VPOS_TYPE screenPos : VPOS) : SV_Target { // Convert pixel coordinates into screen UVs. float2 uv = screenPos.xy * (_ScreenParams.zw - 1.0f); //uv.y = (uv.y *-1) + 1; // Depending on setup/platform, you may need to invert uv.y // Sample depth buffer, linearized into the 0...1 range. float depth = Linear01Depth( UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv))); float2 uvDist = 3 * _MainTex_TexelSize.xy; float depthUp = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv + uvDist * float2(0, 1)))); float depthDown = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv + uvDist * float2(0, -1)))); float depthLeft = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv + uvDist * float2(-1, 0)))); float depthRight = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv + uvDist * float2(1, 0)))); float mean = ((depthUp - depth) + (depthDown - depth) + (depthLeft - depth) + (depthRight - depth)) / 4; // Compressing the range, so we get more colour // variation close to the camera. depth = saturate(2.0f * depth); depth = 1.0f - depth; depth *= depth; depth = 1.0f - depth; //return depth; // Use depth value as a lookup into a colour // ramp texture of your choosing. fixed4 colour = tex2D(_Ramp, depth * 6 * _Time.y * 4); return lerp(colour, colour * 6, mean > _Threshold); } ENDCG } } } ***What did I miss ?*** Thanks in advance. [1]: https://gamedev.stackexchange.com/questions/133117/best-way-to-create-a-chromadepth-shader-for-unity/133169#133169 [2]: https://i.sstatic.net/arWc0.gif [3]: https://i.sstatic.net/M5bK4.png [4]: https://i.sstatic.net/hPmBu.gif