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Question by
Ravart · Dec 06, 2015 at 08:58 PM ·
camerashaderdepth-buffer
Shader: Camera Depth Map, why flipped Y axis?
Why is the Y-axis of my camera Depth-Map flipped/upsidedown? (have to uv.y = 1 - uv.y;)
On my desktop pc it's the other way around... Hope someone can explain me why this happens and how I can prevent it (so it's not occurring in a build)
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Best Answer
Answer by JonathanCzeck · Dec 07, 2015 at 03:34 AM
The reason is different conventions between e.g. DirectX and OpenGL when it comes to render textures.
This explains it further: http://docs.unity3d.com/Manual/SL-PlatformDifferences.html