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Completed
Scene Depth and Dest Depth
Would it be possible to have the functionality of those two UDK nodes?
Answer
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Answer
Completed
Depth Bias and Scene Depth are now both implemented in Alpha 0.20!
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A UV-sampleable version might come later, if people want it!
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A UV-sampleable version might come later, if people want it!
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Hmm Depth Bias works weirdly: 0.3 and indeed any positive number makes it pitch black. Around -2 I start to see some grays if the camera is close enough (stock cube, unlit shader, Depth Bias is on emission):
Scene Depth produces a (15, 15, 15) dark gray until I move the camera really far away when it suddenly becomes full white.
I'm on Unity free so I couldn't test this on deferred rendering path.
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I'm on Unity free so I couldn't test this on deferred rendering path.
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1. Is your camera rendering a depth texture?
2. Have you made sure the shader isn't writing to the depth buffer?
2. Have you made sure the shader isn't writing to the depth buffer?
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I have a custom component on the main camera which has
camera.depthTextureMode = DepthTextureMode.Depth;
in both Start() and OnEnable(). (Also tried the DepthNormal setting.)
Blending&Depth, Alpha blended, "AutoSort" unchecked, "Write to Depth buffer" unchecked.
camera.depthTextureMode = DepthTextureMode.Depth;
in both Start() and OnEnable(). (Also tried the DepthNormal setting.)
Blending&Depth, Alpha blended, "AutoSort" unchecked, "Write to Depth buffer" unchecked.
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You need to look through the in-game camera as well, the editor camera won't use those settings
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Have you pressed play, and is looking through the in-game camera?
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Yes, I am looking through the ingame camera. The only difference between
the editor and ingame cameras seems to be that in editor view the
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You are probably right, I found a shader using depth to highlight intersections, doesn't look as expected.
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Not anymore. However a friend on pro tried your example and it works fine.
Customer support service by UserEcho
A UV-sampleable version might come later, if people want it!