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@bgolus
Last active October 30, 2023 18:14
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Get the world position from the camera depth texture with no external dependencies. Works as a post process or on an transparent object in the scene.
Shader "PostDepthToWorldPos"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
// Reconstructs view position from just the pixel position and the camera depth texture
float3 viewSpacePosAtPixelPosition(float2 vpos)
{
float2 uv = vpos * _CameraDepthTexture_TexelSize.xy;
#if UNITY_UV_STARTS_AT_TOP
uv.y = (1.0 - uv.y);
uv.y = (uv.y - 0.5) * _ProjectionParams.x + 0.5;
#endif
float3 viewSpaceRay = mul(unity_CameraInvProjection, float4(uv * 2.0 - 1.0, 1.0, 1.0) * _ProjectionParams.z);
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(uv, 0.0, 0.0));
return viewSpaceRay * Linear01Depth(rawDepth);
}
// Checks if depth texture is at the far clipping plane
bool isSkyAtPixelPosition(float2 vpos)
{
float2 uv = vpos * _CameraDepthTexture_TexelSize.xy;
#if UNITY_UV_STARTS_AT_TOP
uv.y = (1.0 - uv.y);
uv.y = (uv.y - 0.5) * _ProjectionParams.x + 0.5;
#endif
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(uv, 0.0, 0.0));
#if UNITY_REVERSED_Z
bool sky = rawDepth <= 0.0;
#else
bool sky = rawDepth >= 1.0;
#endif
return sky;
}
float3 drawXYZGrid(float3 pos)
{
float3 fw = max(fwidth(pos), 0.0001);
float3 lineWidth = max(0.05, fw);
float3 grid = 1.0 - abs(frac(pos) * 2.0 - 1.0);
return smoothstep(lineWidth + fw * 1.5, lineWidth - fw * 1.5, grid);
}
fixed4 frag (v2f i) : SV_Target
{
float3 viewPos = viewSpacePosAtPixelPosition(i.pos.xy);
// Camera space and view space are flipped on the Z axis
float3 worldPos = mul(unity_CameraToWorld, float4(viewPos * float3(1.0, 1.0,-1.0), 1.0));
float3 col = drawXYZGrid(worldPos);
col *= isSkyAtPixelPosition(i.pos) ? 0.0 : 1.0;
return float4(col, 1.0);
}
ENDCG
}
}
}
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