 		o.vertex.xy += offset * _Extrude;
 
 		o.screenPos = ComputeScreenPos(o.vertex);
+		o.projPos = o.screenPos;
+		COMPUTE_EYEDEPTH(o.projPos.z);
+
 		return o;
 	}
 

	struct frag_in{
		float4 vertex : POSITION;
		float4 screenPos  : TEXCOORD0;
	};

	frag_in vert(appdata v){


	#pragma target 3.0

	uniform sampler2D _CameraDepthTexture;

	uniform float4    _Color;
    uniform float     _Fade;
	uniform float     _Extrude;
