Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 HFL816 · Jun 07, 2021 at 01:09 PM · shadershadersshader programmingdepth

Reading from Depth Texture in Unity 2021.1.7f1

I began making this project that has many similarities to Sebastian Lague's "Atmosphere" coding adventure, so I decided to take inspiration from one of his shaders. The link is here (specifically minute 2:01). This video was published last year, so as I expected I ran into difficulties when sampling from the depth texture. After hours of reading documentation, I decided to simply check if I could display the plain depth texture without any post processing effects like so:

         struct appdata
         {
             float4 vertex : POSITION;
             float2 uv : TEXCOORD0;
             
         };

         struct v2f
         {
             float2 uv : TEXCOORD0;
             float4 vertex : SV_POSITION;
             float3 viewVector : TEXCOORD1;
             float2 depth : TEXCOORD2;
             
         };

         v2f vert (appdata v)
         {
             v2f o;
             o.vertex = UnityObjectToClipPos(v.vertex);
             o.uv = v.uv;

             float3 viewVector = mul(unity_CameraInvProjection, float4(v.uv.xy * 2 - 1,0,-1));
             o.viewVector = mul(unity_CameraToWorld, float4(viewVector,0));

             UNITY_TRANSFER_DEPTH(o.depth);

             return o;
         }

         sampler2D _MainTex;

         float3 planetCenter;
         float atmosphereRadius;
         float planetRadius;

         fixed4 frag (v2f i) : SV_Target
         {
             
             //fixed4 col = tex2D(_MainTex, i.uv);
             
             return float4(Linear01Depth(i.depth),0,0,1);
             

             
         }
         ENDCG

With this I got a black screen as a result and an error that said Metal: Error creating pipeline state (Custom/AtmosphereShader): Link failed: fragment input user(TEXCOORD2) was not found in vertex shader outputs (null). I got these commands from the unity documentation here. So then I tried going even simpler and taking the code from the documentation that supposedly renders the depth from objects in the scene:

 Shader "Render Depth" {
 SubShader {
     Tags { "RenderType"="Opaque" }
     Pass {
         CGPROGRAM

         #pragma vertex vert
         #pragma fragment frag
         #include "UnityCG.cginc"

         struct v2f {
             float4 pos : SV_POSITION;
             float2 depth : TEXCOORD0;
         };

         v2f vert (appdata_base v) {
             v2f o;
             o.pos = UnityObjectToClipPos(v.vertex);
             UNITY_TRANSFER_DEPTH(o.depth);
             return o;
         }

         half4 frag(v2f i) : SV_Target {
             UNITY_OUTPUT_DEPTH(i.depth);
         }
         ENDCG
     }
 }

}

Though there wasn't an error, the black screen prevailed. the program on my camera that blits the shader is really simple it's just:

  using UnityEngine;
  [ExecuteInEditMode]
  public class PPCamera : MonoBehaviour
   {

 public Material postProcessingMat;


 void OnRenderImage(RenderTexture source, RenderTexture dest){

     Graphics.Blit(source,dest,postProcessingMat);

 }

}

I'm new to shaders so I may be missing something very obvious but does anyone know any workarounds?

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

197 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 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 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 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 Problem 0 Answers

perform action on shader compilation/update 0 Answers

Shader: How to write a shader that respects sorting order first and then depth 1 Answer

Referencing the current pixel's world coordinates in the SURF block of a shader 1 Answer

Is there a way to save global shader variables? 2 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