Dom fixed depth rendering! (Changed unity color space to Gamma)
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23b2e78356
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@ -14,20 +14,33 @@ Shader "Custom/DepthOnly"
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{
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float4 pos : SV_POSITION;
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float depth : TEXCOORD0;
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float4 pos2 : TEXCOORD2;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.depth = o.pos.z / o.pos.w;
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// o.depth = (o.pos.z + 1.) / 2. / o.pos.w;
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// o.depth = (o.pos.z + 1.) / 2.;
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o.depth = o.pos.z;
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// o.depth = o.pos.z/ o.pos.w ;
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//o.depth = mul(UNITY_MATRIX_M, v.vertex).x;
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// o.pos2 = o.pos;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// ****We had to change Unity's color space to Gamma such that it doesn't add its own gamma correction,
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// for this to work *******
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return fixed4(i.depth, i.depth, i.depth, 1.0);
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// Output depth as grayscale
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return fixed4((i.depth / 2), (i.depth / 2), (i.depth / 2), 1.0);
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// return fixed4((i.depth), (i.depth), (i.depth), 1.0);
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// return fixed4(
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// (i.pos2.x) * .5 + .5,
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// (i.pos2.x) * .5 + .5,
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// (i.pos2.x) * .5 + .5, 1.0);
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}
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ENDCG
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}
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@ -38,6 +38,10 @@ public class RT3script : MonoBehaviour
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depthImages = new RenderTexture[cameraList.Length];
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depthCameraList = new Camera[cameraList.Length];
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// Matrix4x4 ort = Matrix4x4.Ortho(-2, 2, -2, 2, 0, 10);
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// UnityEngine.Debug.Log(ort.ToString());
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Matrix4x4 testTranslate = Matrix4x4.Translate(new Vector3(0, 0, 2));
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// UnityEngine.Debug.Log(testTranslate.ToString());
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@ -110,6 +114,10 @@ public class RT3script : MonoBehaviour
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rowOffset = encodeMatrix(cameraList[i].cameraToWorldMatrix, i, rowOffset);
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rowOffset = encodeMatrix(cameraList[i].projectionMatrix, i, rowOffset);
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// if (i == 0) {
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// UnityEngine.Debug.Log(cameraList[0].projectionMatrix.ToString());
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// }
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// encodeData(rowOffset, i, rowOffset);
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//encode into pixels transform matrix for this camera
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@ -38,7 +38,7 @@ RenderSettings:
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 705507994}
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m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
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m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1}
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
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LightmapSettings:
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@ -213,14 +213,14 @@ Transform:
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m_LocalRotation: {x: -0.028943438, y: -0.7065142, z: 0.7065142, w: -0.028943438}
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m_LocalPosition: {x: -0.0031539078, y: 0, z: 0.076987565}
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m_LocalScale: {x: 2.2267053, y: 2.2267056, z: 2.226706}
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m_LocalRotation: {x: 0, y: -0.38268343, z: 0, w: 0.92387956}
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m_LocalPosition: {x: 0, y: 0, z: 1}
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m_LocalScale: {x: 3, y: 3, z: 3}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 1871562477}
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m_RootOrder: 12
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m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 9
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m_LocalEulerAnglesHint: {x: 0, y: -45, z: 0}
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--- !u!1 &103678967
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GameObject:
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m_ObjectHideFlags: 0
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@ -620,11 +620,11 @@ PrefabInstance:
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m_Modifications:
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propertyPath: m_RootOrder
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value: 9
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value: 10
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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value: 0
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value: 0.02
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y
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@ -632,7 +632,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
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propertyPath: m_LocalRotation.w
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@ -845,10 +845,10 @@ Camera:
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width: 1
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height: 1
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near clip plane: 0
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far clip plane: 1
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far clip plane: 2
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field of view: 60
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orthographic: 1
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orthographic size: 2
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orthographic size: 1
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@ -872,7 +872,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: -1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -891,6 +891,104 @@ MonoBehaviour:
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- component: {fileID: 1272761325}
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m_LocalPosition: {x: -0.0031539074, y: 0, z: 0.07698757}
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@ -20,7 +20,7 @@ varying float paintfordiscard;
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mat4 unity_to_opengl(mat4 U) {
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return mat4(
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1., 0., 0., 0.,
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1., 0., 0., 0.,
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0., 1., 0., 0.,
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0., 0.,-1., 0.,
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0., 0., 0., 1.
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@ -8,15 +8,17 @@ Material:
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- _EMISSION
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disabledShaderPasses:
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- GRABPASS
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m_TexEnvs:
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@ -58,23 +60,42 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BlendOp: 0
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- _BumpScale: 1
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- _CameraFadingEnabled: 0
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- _CameraFarFadeDistance: 2
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- _CameraNearFadeDistance: 1
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- _ColorMode: 0
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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DistortionBlend: 0.5
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- _Glossiness: 0.5
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- _SrcBlend: 1
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- _ZWrite: 1
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m_Colors:
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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m_BuildTextureStacks: []
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@ -47,7 +47,7 @@ PlayerSettings:
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defaultScreenWidthWeb: 960
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defaultScreenHeightWeb: 600
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m_StereoRenderingPath: 0
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m_ActiveColorSpace: 1
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m_MTRendering: 1
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