带有此脚本的 YMMV。我记得,该代码需要针对 OpenGL 的旧实现,否则您会收到shader registers cannot be masked
与此 D3D 问题相关的错误。
但我相信你可以从相机深度纹理中提取深度并将其重写。您确实需要首先ComputeScreenPos
在顶点着色器中计算投影位置。AFAIK 的功能不存在文档,Linear01Depth
因此LinearEyeDepth
我无法告诉您性能影响可能是什么。
Shader "Depth Shader" { // defines the name of the shader
SubShader { // Unity chooses the subshader that fits the GPU best
Pass { // some shaders require multiple passes
ZWrite On
CGPROGRAM // here begins the part in Unity's Cg
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 position : POSITION;
float4 projPos : TEXCOORD1;
};
v2f vert(float4 vertexPos : POSITION)
{
v2f OUT;
OUT.position = mul(UNITY_MATRIX_MVP, vertexPos);
OUT.projPos = ComputeScreenPos(OUT.position);
return OUT;
}
//camera depth texture here
uniform sampler2D _CameraDepthTexture; //Depth Texture
void frag(v2f IN, out float4 color:COLOR, out float depth:DEPTH) // fragment shader
{
color = float4(0);
// use eye depth for actual z...
depth = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos)).r);
//or this for depth in between [0,1]
//depth = Linear01Depth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos)).r);
}
ENDCG // here ends the part in Cg
}
}
}