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Question by jjxtra · Oct 23, 2016 at 06:34 PM · shaderdepth-buffer

Get World Position of Screen Coordinate Using Depth Buffer

Using the depth buffer, how do I compute the world position of a screen coordinate (UV) in a fragment shader?

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avatar image delpino · Mar 30, 2017 at 06:25 PM 0
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the answer comes from $$anonymous$$eijiro Takahashi / Unity Technologies Japan

https://github.com/keijiro/DepthToWorldPos/blob/master/Assets/DepthToWorldPos.shader

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Answer by tanoshimi · Oct 23, 2016 at 07:44 PM

You don't need to do anything with the depth buffer to get world space position of a vertex - you can use the _Object2World macro:

 output.position_in_world_space = 
            mul(_Object2World, input.vertex);
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avatar image jjxtra · Oct 23, 2016 at 08:07 PM 0
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I want to get the world position of a screen coordinate using the depth buffer

avatar image tanoshimi jjxtra · Oct 23, 2016 at 08:11 PM 1
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Ok, then you can make use of the UNITY_OUTPUT_DEPTH macro: https://docs.unity3d.com/$$anonymous$$anual/SL-DepthTextures.html

avatar image jjxtra tanoshimi · Oct 23, 2016 at 08:13 PM 0
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Isn't that macro used to write to the depth buffer? I want to read from the depth buffer at a given screen position and calculate the world position.

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