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Shader "Fog Volume/RT viewers/RT_Depth"
{
Properties{
[Toggle(RightEye)] _RightEye ("Right Eye?", Float) = 0
[hideininspector]_MainTex("Base", 2D) = "" {}
_Intensity("Intensity", Range(1, 20)) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma multi_compile _ _FOG_LOWRES_RENDERER
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ RightEye
#include "UnityCG.cginc"
float _Intensity;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D RT_Depth, _MainTex;
sampler2D RT_DepthR;
float4 RT_Depth_ST, _MainTex_TexelSize, _MainTex_ST;
sampler2D _CameraDepthTexture;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
float Depth = 0;
#ifdef RightEye
Depth = tex2D(RT_DepthR, i.uv).r;
#else
Depth = tex2D(RT_Depth, i.uv).r;
#endif
Depth *= 1000;
return 1/Depth*_Intensity;
//#if UNITY_REVERSED_Z!=1
// return float4(1, 0, 0, 1);
//#else
// return float4(0, 1, 0, 1);
//#endif
//Depth = LinearEyeDepth(Depth);
// Depth = 1.0 / (_ZBufferParams.z * Depth + _ZBufferParams.w);
//Depth = max(.001, Depth);
//
//if (Depth < .0001)Depth = 1;
//Depth /= _ProjectionParams.w;
//Depth *= 1000;
//https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
//_ZBufferParams float4 Used to linearize Z buffer values. x is (1-far/near), y is (far/near), z is (x/far) and w is (y/far).
half far = 1000;
half near = .01;
float x, y, z, w;
x = 1 - far / near;
y = far / near;
z = x / far;
w = y / far;
//Depth = 1/ (z * Depth + w);
//if (Depth < .0000001)Depth = 1000;
return (1/Depth*_Intensity);
//return DecodeFloatRGBA(z)*50;
}
ENDCG
}
}
}