unity-shader-example-depthDecal

buildin效果图

urp效果图

DepthDecal.shader

DepthDecal.shader
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Shader "HHF/Example/DepthDecal"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_BaseMap("BaseMap", 2D) = "white" {}
}

SubShader
{
Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
Blend One One

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

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

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionVS : TEXCOORD1;
};

CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
CBUFFER_END
TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap);
TEXTURE2D(_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture);
SAMPLER(smp);

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.positionVS = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c = 0;

// 深度计算
float2 screenUV = i.positionCS.xy / _ScreenParams.xy;
half4 depthMap = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV);
half depthZ = LinearEyeDepth(depthMap.r, _ZBufferParams);

// 计算深度图上的像素在观察空间下的坐标
float4 depthVS = 1;
depthVS.xy = i.positionVS.xy * depthZ / -i.positionVS.z;
depthVS.z = depthZ;
// 计算深度图上的像素在世界空间下的坐标
float3 depthWS = mul(unity_CameraToWorld, depthVS).xyz;
// 计算深度图上的像素在本地空间下的坐标
float3 depthOS = mul(unity_WorldToObject, float4(depthWS, 1)).xyz;

// 采样主纹理
// depthOS.xy 不是固定的,看模型决定,这里用的是unity自带的 quad
float2 uv = depthOS.xy + 0.5;
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, saturate(uv));
c = baseMap * _BaseColor;

return c;
}
ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }

Pass
{
Blend One One

CGPROGRAM

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

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

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionVS : TEXCOORD1;
};

half4 _BaseColor;
sampler2D _BaseMap; float4 _BaseMap_ST;
sampler2D _CameraDepthTexture;

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionCS = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.positionVS = mul(UNITY_MATRIX_MV, float4(v.vertex.xyz, 1));

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c = 0;

// 深度计算
float2 screenUV = i.positionCS.xy / _ScreenParams.xy;
half4 depthMap = tex2D(_CameraDepthTexture, screenUV);
half depthZ = LinearEyeDepth(depthMap.r);

// 计算深度图上的像素在观察空间下的坐标
float4 depthVS = 1;
depthVS.xy = i.positionVS.xy * depthZ / -i.positionVS.z;
depthVS.z = depthZ;
// 计算深度图上的像素在世界空间下的坐标
float3 depthWS = mul(unity_CameraToWorld, depthVS);
// 计算深度图上的像素在本地空间下的坐标
float3 depthOS = mul(unity_WorldToObject, float4(depthWS, 1));

// 采样主纹理
// depthOS.xy 不是固定的,看模型决定,这里用的是unity自带的 quad
float2 uv = depthOS.xy + 0.5;
half4 baseMap = tex2D(_BaseMap, uv);
c = baseMap * _BaseColor;

return c;
}
ENDCG
}
}
}