Forked from bgolus/WorldNormalFromDepthTexture.shader
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March 25, 2022 15:07
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updated to support single pass instanced rendering and URP render passes with color buffer
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Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
_ScanDistance("Scan Distance", float) = 0 | |
_ScanWidth("Scan Width", float) = 10 | |
_LeadSharp("Leading Edge Sharpness", float) = 10 | |
_LeadColor("Leading Edge Color", Color) = (1, 1, 1, 0) | |
_MidColor("Mid Color", Color) = (1, 1, 1, 0) | |
_TrailColor("Trail Color", Color) = (1, 1, 1, 0) | |
_HBarColor("Horizontal Bar Color", Color) = (0.5, 0.5, 0.5, 0) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 | |
Pass | |
{ | |
Cull Off | |
ZWrite Off | |
HLSLPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 3.5 | |
//#include "UnityCG.cginc" | |
//#include "UnityShaderVariables.cginc" | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" | |
float4 _WorldSpaceScannerPos; | |
float _ScanDistance; | |
float _ScanWidth; | |
float _LeadSharp; | |
float4 _LeadColor; | |
float4 _MidColor; | |
float4 _TrailColor; | |
float4 _HBarColor; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
//o.pos = UnityObjectToClipPos(v.vertex); | |
o.pos = float4(v.vertex.xyz, 1.0); | |
o.uv = v.uv; | |
#if UNITY_UV_STARTS_AT_TOP | |
o.pos.y *= -1; | |
#endif | |
return o; | |
} | |
//TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); | |
TEXTURE2D_X(_CameraDepthTexture); | |
SAMPLER(sampler_CameraDepthTexture); | |
float4 _CameraDepthTexture_TexelSize; | |
//TEXTURE2D(_MainTex); | |
// SAMPLER(sampler_MainTex); | |
float getRawDepth(float2 uv) | |
{ | |
return SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture,float4(uv, 0.0, 0.0),0); | |
} | |
// inspired by keijiro's depth inverse projection | |
// https://github.com/keijiro/DepthInverseProjection | |
// constructs view space ray at the far clip plane from the screen uv | |
// then multiplies that ray by the linear 01 depth | |
float3 viewSpacePosAtScreenUV(float2 uv) | |
{ | |
float3 viewSpaceRay = mul(unity_CameraInvProjection, float4(uv * 2.0 - 1.0, 1.0, 1.0) * _ProjectionParams.z); | |
float rawDepth = getRawDepth(uv); | |
return viewSpaceRay * Linear01Depth(rawDepth,_ZBufferParams); | |
} | |
float3 viewSpacePosAtPixelPosition(float2 vpos) | |
{ | |
float2 uv = vpos * _CameraDepthTexture_TexelSize.xy; | |
return viewSpacePosAtScreenUV(uv); | |
} | |
// naive 3 tap normal reconstruction | |
// accurate mid triangle normals, slightly diagonally offset on edges | |
// artifacts on depth disparities | |
// unity's compiled fragment shader stats: 41 math, 3 tex | |
half3 viewNormalAtPixelPosition(float2 vpos) | |
{ | |
// get current pixel's view space position | |
half3 viewSpacePos_c = viewSpacePosAtPixelPosition(vpos + float2( 0.0, 0.0)); | |
// get view space position at 1 pixel offsets in each major direction | |
half3 viewSpacePos_r = viewSpacePosAtPixelPosition(vpos + float2( 1.0, 0.0)); | |
half3 viewSpacePos_u = viewSpacePosAtPixelPosition(vpos + float2( 0.0, 1.0)); | |
// get the difference between the current and each offset position | |
half3 hDeriv = viewSpacePos_r - viewSpacePos_c; | |
half3 vDeriv = viewSpacePos_u - viewSpacePos_c; | |
// get view space normal from the cross product of the diffs | |
half3 viewNormal = normalize(cross(hDeriv, vDeriv)); | |
return viewNormal; | |
} | |
half4 frag (v2f i) : SV_Target | |
{ | |
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); | |
float4 color = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, i.uv); | |
// get view space normal at the current pixel position | |
half3 viewNormal = viewNormalAtPixelPosition(i.pos.xy); | |
// transform normal from view space to world space | |
half3 WorldNormal = mul((float3x3)unity_MatrixInvV, viewNormal); | |
float2 vpos = i.pos.xy; | |
float2 uv = vpos * _CameraDepthTexture_TexelSize.xy; | |
float3 viewSpacePos = viewSpacePosAtScreenUV(uv); | |
half3 worldPos = mul((float3x3)unity_MatrixInvV, viewSpacePos) + _WorldSpaceCameraPos; | |
float dist = distance(worldPos, _WorldSpaceScannerPos); | |
return half4(worldPos,1) * color; | |
} | |
ENDHLSL | |
} | |
} | |
} |
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