[筆記] Render CameraDepthTexture On Screen




在Unity上渲染出Depth與Normal圖,網路上可用的資源實在有夠舊的,連官方範例都無法使用

參考此篇
 http://williamchyr.com/2013/11/unity-shaders-depth-and-normal-textures-part-3/comment-page-1/#comment-202908

修改一些段落變成Unity5可用的



Script--
 float4 depth = float4(depthValue);
改成
 float4 depth = float4(depthValue,depthValue,depthValue,1.0);

Shader--
camera.depthTextureMode = DepthTextureMode.DepthNormals;
改成
GetComponent().depthTextureMode = DepthTextureMode.DepthNormals; 
o.scrPos.y =  1 - o.scrPos.y; //刪除此行


Fixed Code 直接可以套用
RenderCamera.cs

using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class RenderCamera : MonoBehaviour {
    bool showNormalColors = true;
    public Material mat;
    void Start()
    {
       GetComponent<Camera>().depthTextureMode = DepthTextureMode.DepthNormals;
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            showNormalColors = !showNormalColors;
        }
        if (showNormalColors)
        {
            mat.SetFloat("_showNormalColors", 1.0f);
        }
        else
        {
            mat.SetFloat("_showNormalColors", 0.0f);
        }
    }
    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        Graphics.Blit(source, destination, mat);
        //mat is the material which contains the shader
        //we are passing the destination RenderTexture to
    }
}

DepthNormalShader.shader
Shader "Custom/DepthNormalShader" {
Properties {
   _MainTex ("", 2D) = "white" {}
   _HighlightDirection ("Highlight Direction", Vector) = (1, 0,0)
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _CameraDepthNormalsTexture;
float _StartingTime;
float _showNormalColors = 1; //when this is 1, show normal values as colors. when 0, show depth values as colors.
struct v2f {
  float4 pos : SV_POSITION;
  float4 scrPos: TEXCOORD1;
};
//Our Vertex Shader
v2f vert (appdata_base v){
  v2f o;
  o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
  o.scrPos=ComputeScreenPos(o.pos);
  return o;
}
sampler2D _MainTex;
float4 _HighlightDirection;
//Our Fragment Shader
half4 frag (v2f i) : COLOR{
float3 normalValues;
float depthValue;
//extract depth value and normal values
DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, i.scrPos.xy), depthValue, normalValues);
if (_showNormalColors == 1){
  float4 normalColor = float4(normalValues, 1);
  return normalColor;
} else {
  float4 depth = float4(depthValue,depthValue,depthValue,1.0);
  return depth;
}
}
ENDCG
}
}
FallBack "Diffuse"
}

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