Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MachindoApps · Sep 26, 2013 at 12:14 PM · shaderrendertextureshadowcgshadowmap

How to correctly sample a shadow map from a render texture?

I'm trying to implement a custom shader to determine shadows on a terrain based on the sun position.

I have the pov of the sun light rendering depth to a render texture, and this, along with the matrix is an input to my custom terrain shader.

Here's a screenshot showing the render texture and the depth of the pixels in view from the light:

alt text

So it looks like so far, so good. The part I am struggling with is projecting my rendertexture (which is a shadow depth map) onto the terrain surface from the camera pov.

It seems no matter what I try, the depth values for the projection always come out as 0 (i.e. they look fully black when I visualise them on the surface).

I am currently trying: Code:

  float4 shadow_depth4 = tex2Dproj(_RenderPaintTexture, i.sh);
  float shadow_depth = DecodeFloatRG(shadow_depth4.zw);


Where i.sh is output from the vertex shader as:

Code:

 o.sh = mul(_Object2World, v.vertex);
 o.sh = mul(_ShadowDepthMatrix, o.sh);


...but that doesn't appear to work. If I output shadow_depth from the frag shader, I get this:

alt text

Obviously any shadow depth test is going to return all pixels as in shadow using this.

Any ideas where I am going wrong? Thanks in advance.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by MachindoApps · Sep 26, 2013 at 02:38 PM

Ok, I figured it out, so might as well answer my own Q...

 //Get the distance to the camera from the depth buffer for this point.
 //To do this, we sample the shadow map from our calculated texel position.
 //This gives us the depth from the light to the closest lit pixel in view (from the light pov).
 float4 shadow_depth4 = tex2Dproj(_RenderPaintTexture, i.sh.xyw);
 float shadow_depth = DecodeFloatRG(shadow_depth4.zw);
             
 //calculate the depth of the visible pixel from the light position
 float view_depth = (i.sh.z / i.sh.w) * 0.99;
             
 half4 shadow_col;
 if(shadow_depth < view_depth) {
     //Pixel is in shadow
 shadow_col = half4(0.0,0.0,1.0,1.0);
 } else {
     //Pixel is in sun
     shadow_col = half4(1.0,0.5,0.0,1.0);
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Shader with zwrite, shadows and alpha (special alpha) 2 Answers

Getting depth value from Shadow map in shader 0 Answers

Shadows being received by non-shadow collectors that are depth culled by a shadow collector. 1 Answer

How to force the compilation of a shader in Unity? 5 Answers

How to clean on RenderTexture to transparent with brush 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges