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Question by Knighto · Dec 11, 2016 at 12:19 AM · shaderwaterdepth-bufferorthographic cameraintersect

Shader based on depth with orthographic camera

Hi !

I noticed that shaders for water edge blending, foam effects or any script that rests on detecting shores, did not work with orthographic camera. Through research, I figured out that it is likely to be a depth buffer problem or something but I haven't found any solution yet... Is there any way to get foam effects using an orthographic camera ?

To be more specific, these shaders tend to use this kind of functions to determine where is the shore (in other words, where the water mesh does intersect something else) :

     float sceneZ = (LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.ref)).r));
     float objectZ = i.ref.z;
     float intensityFactor = 1 - saturate((sceneZ - objectZ) / _FoamStrength);  

(from here : https://drive.google.com/file/d/0B4LJksp0Jr1rNnFkdGhlZmZDdVU/view)

or

     half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
     depth = LinearEyeDepth(depth);
     edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
     edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
 
 [...]
 
     baseColor.a = edgeBlendFactors.x;

(from the Water4 asset)

And these particular lines of code seem not to work with orthographic cameras, since the buffer does not behave the same way, at least I guess. So I'm desperately looking for a mean to "detect" shores anyway.

I hope i've been clear enough. Many thanks !

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avatar image oskar2771 · Aug 16, 2017 at 03:09 PM 0
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I have the same issue, any solutin to fix it?

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