using UnityEngine;
public class ShowCameraDepthTexture : MonoBehaviour {
public Material mat;
private void Awake()
{
Camera camera = this.GetComponent<Camera>();
//只要将相机的这个参数设置为DepthNormals就可以在Shader中使用_CameraDepthNormalsTexture访问深度贴图了
camera.depthTextureMode = DepthTextureMode.DepthNormals;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (mat != null)
{
Graphics.Blit(source, destination, mat);
}
else
{
Graphics.Blit(source, destination);
}
}
}Shader "Unlit/DepthTexShow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraDepthNormalsTexture;
v2f vert (appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float d;
float3 normal;
float4 enc = tex2D(_CameraDepthNormalsTexture,i.uv);
DecodeDepthNormal(enc,d,normal);//获取深度值和法线值
return fixed4(normal * 0.5 + 0.5, 1);
//return fixed4(d,d,d, 1);
}
ENDCG
}
}
}通过DecodeDepthNormal去解析取样的结果,可以获得out的深度值和法线方向,enc中xy存储的是视角空间下的法线信息,zw存储的是深度信息。
inline void DecodeDepthNormal( float4 enc, out float depth, out float3 normal )
{
depth = DecodeFloatRG (enc.zw);
normal = DecodeViewNormalStereo (enc);
}