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I would like to convert a DepthInformation into a position. Somehow I can't do it even after several attempts.

I try to get the position of objects fragment from the DepthInformation that i get from an Depthpeeling shader.

This is the code writing the information in a RenderTexture

Shader "Hidden/OIT/Depth Peeling/Depth Peeling" {
    Properties {
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Main Tex", 2D) = "white" {}
        _BumpMap ("Normal Map", 2D) = "bump" {}
    }
    SubShader {
        Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Transparent"}
        
        Pass {
            Tags { "LightMode"="ForwardBase" }

            ZWrite On
            
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            
            #include "Lighting.cginc"
            
            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            sampler2D _PrevDepthTex;
            
            struct a2v {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };
            
            struct v2f {
                float4 pos : SV_POSITION;
                float3 lightDir: TEXCOORD0;
                float3 viewDir : TEXCOORD1;
                float2 uv : TEXCOORD2;
                float4 screenPos: TEXCOORD3;
                float depth : TEXCOORD4;
            };

            struct PixelOutput {
                fixed4 col : COLOR0;
                fixed4 depth : COLOR1;
            };
            
            v2f vert(a2v v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                TANGENT_SPACE_ROTATION;
                // Transform the light direction from object space to tangent space
                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
                // Transform the view direction from object space to tangent space
                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

                o.screenPos = ComputeScreenPos(o.pos);
                o.depth = COMPUTE_DEPTH_01;
                
                return o;
            }
            
            PixelOutput frag(v2f i) : SV_Target {
                float depth = i.depth;
                float prevDepth = DecodeFloatRGBA(tex2Dproj(_PrevDepthTex, UNITY_PROJ_COORD(i.screenPos)));

                clip(depth - (prevDepth + 0.00001));

                fixed3 tangentLightDir = normalize(i.lightDir);
                fixed3 tangentViewDir = normalize(i.viewDir);
                fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv));

                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
                
                fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));

                PixelOutput o;
                o.col = fixed4(ambient + diffuse, _Color.a);
                o.depth = EncodeFloatRGBA(i.depth);
                return o;
            }
            
            ENDCG
        }
    }
    FallBack "Diffuse/VertexLit"
}

and this is the function where i try to decode it again to a world position:

float4 DepthTextureToPos(sampler2D depthSampler,float2 uvCoord,float4 screenPos) {
                    float depth = DecodeFloatRGBA(tex2Dproj(depthSampler, UNITY_PROJ_COORD(screenPos)));
                    // H is the viewport position at this pixel in the range -1 to 1.
                    float4 H = float4((uvCoord.x) * 2 - 1, (uvCoord.y) * 2 - 1, depth, 1.0);
                    float4 D = mul(_ViewProjectInverse, H);
                    //return D / D.w;
                    float4 objPos= mul(unity_WorldToObject, (D / D.w));
                    
                    return objPos;

                }

the uv Coords have this as input:

float2 texc = i.screenPosition.xy / i.screenPosition.w;

the screenPos has this as Input:

ComputeScreenPos(o.vertex);
HTTRCH
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