HoloprojStreaming/Assets/DepthOnlyShader.shader

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Shader "Custom/DepthOnly"
{
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float depth : TEXCOORD0;
float4 pos2 : TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// o.depth = (o.pos.z + 1.) / 2. / o.pos.w;
// o.depth = (o.pos.z + 1.) / 2.;
// o.depth = o.pos.z;
// o.pos.x = o.pos.x / o.pos.w;
// o.pos.y = o.pos.y / o.pos.w;
// o.pos.z = o.pos.z / o.pos.w;
o.depth = o.pos.z / o.pos.w;
//o.depth = mul(UNITY_MATRIX_M, v.vertex).x;
// o.pos2 = o.pos;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// if (i.depth <= 0) {
// return fixed4(1.0, 0.5, 0.0, 1.0);
// }
// ****We had to change Unity's color space to Gamma such that it doesn't add its own gamma correction,
// for this to work *******
uint depth24b = (i.depth * ((1<<24)-1)); // maps depth to be from 0 --- 2^24
uint rEncode = 0;
uint gEncode = 0;
uint bEncode = 0;
// This loop encodes depth into a 24 bit value split across all three color channels.
// The least significant digit is the last blue value.
// The most significant digit is the first red value.
for (int i = 0; i < 8; i++){
bEncode |= ((depth24b) & 1) << i;
depth24b >>= 1;
gEncode |= ((depth24b) & 1) << i;
depth24b >>= 1;
rEncode |= ((depth24b) & 1) << i;
depth24b >>= 1;
}
return fixed4(
rEncode/255.,
gEncode/255.,
bEncode/255.,
1.0
);
// return fixed4(i.depth, i.depth, i.depth, 1.0);
// Output depth as grayscale
// return fixed4((i.depth), (i.depth), (i.depth), 1.0);
// return fixed4(
// (i.pos2.x) * .5 + .5,
// (i.pos2.x) * .5 + .5,
// (i.pos2.x) * .5 + .5, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}