UnityURP 自定义PostProcess之深度图
- 前言
- 项目
- Shader代码获取深度图
- ASE连线获取深度图
前言
在Unity URP
中利用深度图可以实现以下两种简单的效果,其他设置参考
UnityURP 自定义PostProcess
项目
Shader代码获取深度图
Shader "CustomPost/URPScreenTintShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_OverlayColor ("Tint Color", Color) = (1,1,1,1)
_Intensity ("Intensity", Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float _Intensity;
float4 _OverlayColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = TransformObjectToHClip(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
// 采样深度纹理
float rawDepth = SampleSceneDepth(i.uv);
// 转换为线性深度
float depth = LinearEyeDepth(rawDepth, _ZBufferParams);
float4 finalColor=half4(depth,depth,depth,1);
return finalColor;
}
ENDHLSL
}
}
}