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Question by Sylv1THB · Feb 18 at 02:45 PM · transformprojectionworld space

Image coordinate and Z buff to World Space Position

I export the depth from Unity (GetComponent().depthTextureMode = DepthTextureMode.Depth), in the range [0,1], to exploit it in C language. After rendering, I need to find the World Space Position of a 2D image point located at (u,v) in my texture. (It seams to be equivalent to the function ComputeWorldSpacePosition of the SRP). My understanding is that, I have to : 1/ express u, v and the depth from Unity in the range [-1,+1]. 2/ transform this point by the Inverse projection matrix. 3/ transform the point by the camera to projection matrix. Is it that simple ?

Thanks for your help.

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Answer by Bunny83 · Feb 18 at 03:28 PM

Is it that simple ?

Yes, pretty much ^^.
  1. ViewPort space (0 to 1) to NDC space (-1 to 1 ).
  2. Unproject by the inverse of the projection matrix. (make sure to use MultiplyPoint as it does perform the homogeneous divide by w automatically).
  3. Use the cameraToWorldMatrix of the camera to transform from camera space to worldspace.

This should do it.
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avatar image Bunny83 · Feb 18 at 03:29 PM 0
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Ohh boy, UA is now even more broken than it ever was before. Now simple numbered lists do not work anymore...

avatar image Sylv1THB · Feb 18 at 03:58 PM 0
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Thank you Bunny83 for your quick reply! I thought I have to divide by w at the end, after the cameraToWorldMatrix transformation to obtain the [XYZ1] 3D point. Why do I have to divide by w before the cameraToWorldMatrix ?

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