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クリップ座標系から、ワールド座標へ変換するやつ。理解を深めた http://www.songho.ca/opengl/gl_projectionmatrix.html
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Shader "Unlit/ViewPortToPos" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_VP ("viewport position", Vector) = (0.5,0.5,1,0) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 pos: TEXCOORD1; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float4 _VP; // viewPosition | |
float3 clipToLocal(float4 clipPos){ | |
float4 viewPos = mul(unity_CameraInvProjection, clipPos); | |
viewPos.w = 1; | |
return mul(viewPos, UNITY_MATRIX_IT_MV).xyz; | |
} | |
v2f vert (appdata v) | |
{ | |
float n = _ProjectionParams.y; | |
float f = _ProjectionParams.z; | |
float w = _VP.z; | |
float z = w * (2*(w-n)/(f-n)-1); | |
float2 xy = w * (2*_VP.xy-1); | |
float4 clipPos = float4(xy,z,w); | |
float3 localPos = clipToLocal(clipPos); | |
v.vertex.xyz += localPos; | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
o.pos = o.vertex; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = half4(i.pos.xyz/i.pos.w*0.5+0.5,0); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class ViewToWorldTransformation : MonoBehaviour { | |
public Vector3 viewPos; | |
public Transform target; | |
[SerializeField] | |
Vector4 clipPos; | |
[SerializeField] | |
Vector3 ndcPos; | |
[SerializeField] | |
Vector3 worldPos; | |
void Start(){ | |
if(target == null) | |
target = GameObject.CreatePrimitive(PrimitiveType.Sphere).transform; | |
} | |
// Update is called once per frame | |
void Update () { | |
var cam = Camera.main; | |
var n = cam.nearClipPlane; | |
var f = cam.farClipPlane; | |
var d = f - n; | |
var w = viewPos.z; | |
var z = w * (2 * (w - n) / d - 1); | |
var y = w * (2 * viewPos.y - 1); | |
var x = w * (2 * viewPos.x - 1); | |
clipPos = new Vector4(x, y, z, w); | |
ndcPos = new Vector3(clipPos.x, clipPos.y, clipPos.z) / clipPos.w; | |
var camToWorld = cam.cameraToWorldMatrix; | |
var projection = GL.GetGPUProjectionMatrix (cam.projectionMatrix, false); | |
var inverseP = projection.inverse; | |
var camPos = inverseP * clipPos; | |
camPos.w = 1f; | |
worldPos = camToWorld * camPos; | |
target.transform.position = worldPos; | |
} | |
} |
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