Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 heyx3 · Jan 30, 2017 at 07:59 PM · shader programmingmatrixcamera viewportprojection

Errors calculating clip-space Z position on the CPU side

I'm trying to write a custom outline shader. I went off of an example that gave me a perfectly fine outline, but the outline is designed to always be in front of everything except the mesh it's outlining. I wanted to change this to make the outline basically sit just behind the object itself so that it can be occluded properly. I did this by adding the following property to my shader:

 _ClipSpaceZ("Clip Space Z", Float) = 10.0
 
 //...later, in CGPROGRAM block:
 
 float _ClipSpaceZ;
 
 //in the vertex shader:
 
 o.vertex = mul(UNITY_SHADER_MVP, v.vertex);
 o.vertex.z = _ClipSpaceZ;// * o.vertex.w

I set the value of this property in a custom script. The user defines a bounding sphere that encloses the mesh being outlined, and every frame a position on that sphere is chosen opposite the camera's position (i.e. behind the mesh from the camera's point of view). The clip-space Z coordinate of that position is then passed to the shader.

 private void Update()
  {
      Vector3 boundingSpherePos = outlineMeshTr.position;
      Vector3 camToSphere = (boundingSpherePos - camTr.position).normalized;
      Vector3 worldOutlineCenter = boundingSpherePos + (camToSphere * BoundingSphereRadius);
      Vector3 clipOutlineCenter = (CamObj.projectionMatrix * CamObj.worldToCameraMatrix).MultiplyPoint(worldOutlineCenter);
      outlineMeshRenderer.material.SetFloat("_ClipSpaceZ", clipOutlineCenter.z);
  }

However, this doesn't work properly; the outline is basically always in front of the mesh. How can I correctly calculate and use the clip-space Z position of worldOutlineCenter?

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

0 Replies

· Add your reply
  • Sort: 

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

62 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 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 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 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 avatar image avatar image

Related Questions

Vertical Perspective / Horizontal Orthographic 1 Answer

how to change progection matrix for some objects 0 Answers

Previous Model*View*Projection Matrix 0 Answers

How to make an Off-axis / Off-center camera ? 2 Answers

WorldToViewportPoint problem 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