Unity新的PostProcessing着色器框架中的一个如何获得有关像素的绝对xyz世界位置?非常感谢!
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
#include "../../PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4 Frag(VaryingsDefault i) : SV_Target {
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
// what's the world position of this color pixel ...?
return color;
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}
最佳答案
莱斯说对了在您的评论中:
您缺少了#include "UnityCG.cginc"
,这是大多数内置功能(包括对UNITY_*
宏的访问)所必需的。
但是问题是当您在Unity内置shader中使用具有相同功能的"UnityCG.cginc"
后处理堆栈2冲突时,我决定在标准着色器unity中找到它:
在Unity Archive shader中可以在UNITY_MATRIX_MVP
中找到Standard\CGIncludes\UnityShaderVariables.cginc
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
使用世界空间
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
#include "../../PostProcessing/Shaders/StdLib.hlsl"
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
struct v2f {
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
float2 texcoord : TEXCOORD1;
float2 texcoordStereo : TEXCOORD2;
};
struct appdata {
float4 vertex : POSITION;
};
v2f VertDefault(appdata v) {
v2f o;
o.worldPos = mul (unity_ObjectToWorld, v.vertex);
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
float4 Frag(v2f i) : SV_Target {
float worldPos = i.worldPos;
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
return float4(i.worldPos,1);
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}
将世界位置添加到StdLib.hlsl
您也可以将worldpos添加到
StdLib.hlsl
中,您可以在PostProcessing-2\Assets\PostProcessing\Shaders
中找到它,然后更改以下行:我修复了
StdLib.hlsl
并且放了here#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
struct VaryingsDefault
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
VaryingsDefault VertDefault(AttributesDefault v)
{
VaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
o.worldPos = mul (unity_ObjectToWorld, v.vertex);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
这样,使用世界空间就容易了!
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
#include "../../PostProcessing/Shaders/StdLib.hlsl"
float4 Frag(VaryingsDefault i) : SV_Target {
return float4(i.worldPos,1);//Using World Position!
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}
更新资料
https://www.youtube.com/watch?v=uMOOcmp6FrM
将此脚本附加到相机:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DepthBuffToWorldPosDemo : MonoBehaviour
{
public Material material;
private new Camera camera;
private new Transform transform;
private void Start()
{
camera = GetComponent<Camera>();
transform = GetComponent<Transform>();
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
// NOTE: code was ported from: https://gamedev.stackexchange.com/questions/131978/shader-reconstructing-position-from-depth-in-vr-through-projection-matrix
var p = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
p[2, 3] = p[3, 2] = 0.0f;
p[3, 3] = 1.0f;
var clipToWorld = Matrix4x4.Inverse(p * camera.worldToCameraMatrix) * Matrix4x4.TRS(new Vector3(0, 0, -p[2,2]), Quaternion.identity, Vector3.one);
material.SetMatrix("clipToWorld", clipToWorld);
Graphics.Blit(source, destination, material);
}
}
您可以使用Unity着色器或后期处理着色器
Unity Shader:
Shader "Hidden/DepthBuffToWorldPos"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 5.0
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 worldDirection : TEXCOORD1;
float4 vertex : SV_POSITION;
};
float4x4 clipToWorld;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
float4 clip = float4(o.vertex.xy, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
return o;
}
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
float4 frag (v2f i) : SV_Target
{
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
depth = LinearEyeDepth(depth);
float3 worldspace = i.worldDirection * depth + _WorldSpaceCameraPos;
float4 color = float4(worldspace, 1.0);
return color;
}
ENDCG
}
}
}
后处理堆栈着色器
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
#include "../../PostProcessing/Shaders/StdLib.hlsl"
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
#include "HLSLSupport.cginc"
#pragma fragmentoption ARB_precision_hint_nicest
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4x4 clipToWorld;
struct v2f {
float4 vertex : SV_POSITION;
float3 worldDirection : TEXCOORD0;
float3 screenPos : TEXCOORD1;
float2 texcoord : TEXCOORD2;
float2 texcoordStereo : TEXCOORD3;
};
struct appdata {
float4 vertex : POSITION;
};
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
v2f VertDefault(appdata v) {
v2f o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
float4 clip = float4(o.vertex.xy, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
// Correct flip when rendering with a flipped projection matrix.
// (I've observed this differing between the Unity scene & game views)
o.screenPos.y *= _ProjectionParams.x;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.screenPos = o.vertex.xyw;
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
float4 Frag(v2f i) : SV_Target {
float2 screenUV = (i.screenPos.xy / i.screenPos.z) * 0.5f + 0.5f;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,screenUV);
depth = LinearEyeDepth(depth);
float3 worldspace = i.worldDirection * depth + _WorldSpaceCameraPos;
float4 color = float4(worldspace, 1.0);
return color;
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}
将世界位置添加到StdLib.hlsl
StdLibFixed.hlsl
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
#include "HLSLSupport.cginc"
#pragma fragmentoption ARB_precision_hint_nicest
float4x4 clipToWorld;
struct VaryingsDefault
{
float4 vertex : SV_POSITION;
float3 worldDirection : TEXCOORD0;
float3 screenPos : TEXCOORD1;
float2 texcoord : TEXCOORD2;
float2 texcoordStereo : TEXCOORD3;
};
sampler2D_float _CameraDepthTexture;
float4 _CameraDepthTexture_ST;
VaryingsDefault VertDefault(AttributesDefault v)
{
VaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
float4 clip = float4(o.vertex.xy, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
// Correct flip when rendering with a flipped projection matrix.
// (I've observed this differing between the Unity scene & game views)
o.screenPos.y *= _ProjectionParams.x;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.screenPos = o.vertex.xyw;
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
这样,使用世界空间就容易了!
Shader "Hidden/Filter/Test" {
HLSLINCLUDE
#include "../StdLib.hlsl"
float4 Frag(v2f i) : SV_Target {
float2 screenUV = (i.screenPos.xy / i.screenPos.z) * 0.5f + 0.5f;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,screenUV);
depth = LinearEyeDepth(depth);
float3 worldspace = i.worldDirection * depth + _WorldSpaceCameraPos;
float4 color = float4(worldspace, 1.0);
return color;
}
ENDHLSL
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}
关于unity3d - 在Unity新的PostProcessing堆栈的着色器中获得世界位置?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/49453696/