82 lines
2.8 KiB
Plaintext
82 lines
2.8 KiB
Plaintext
Shader "Custom/DepthOnly"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f
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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 + 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.pos.x = o.pos.x / o.pos.w;
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// o.pos.y = o.pos.y / o.pos.w;
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// o.pos.z = o.pos.z / o.pos.w;
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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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// if (i.depth <= 0) {
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// return fixed4(1.0, 0.5, 0.0, 1.0);
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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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uint depth24b = (i.depth * ((1<<24)-1)); // maps depth to be from 0 --- 2^24
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uint rEncode = 0;
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uint gEncode = 0;
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uint bEncode = 0;
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// This loop encodes depth into a 24 bit value split across all three color channels.
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// The least significant digit is the last blue value.
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// The most significant digit is the first red value.
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for (int i = 0; i < 8; i++){
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bEncode |= ((depth24b) & 1) << i;
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depth24b >>= 1;
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gEncode |= ((depth24b) & 1) << i;
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depth24b >>= 1;
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rEncode |= ((depth24b) & 1) << i;
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depth24b >>= 1;
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}
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return fixed4(
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rEncode/255.,
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gEncode/255.,
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bEncode/255.,
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1.0
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);
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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), (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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}
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FallBack "Diffuse"
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} |