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1 vote
0 answers
33 views

How to pass two RenderBuffers into one RenderTexture?

I have a Unity URP project and in the Scriptable Render Pipeline, I would like to create a RenderTexture and pass the depth and color buffer of the camera object as ...
Fox1942's user avatar
  • 131
2 votes
0 answers
203 views

Is it possible to extract both the color and the depth texture from one RenderTexture and use it in a Shader?

I can access the same with duplicating the cameras AND the rendertextures, but that seems like a lot of overkill of just getting the depth buffer. I don't need a very precise depth buffer, so it can ...
Dirk Boer's user avatar
  • 139
0 votes
2 answers
1k views

How is depth buffer written to?

As far as I know you normally can't read and write to the same render target in the same shader pass. But if I understand correctly, depth tests rely on depth writes of things being drawn in the same ...
Buretto's user avatar
  • 125
0 votes
1 answer
451 views

Why do I still get values from _CameraDepthTexture even if I didn't set depthTextureMode?

I forgot to write this C# code to enable depth from my camera: ...
OtakuFitness's user avatar
0 votes
1 answer
1k views

How to modify the z depth value inside the vertex function of a surface shader?

I wrote the following surface shader. The idea is to increase the Z depth value of vertices, after projection. ...
tigrou's user avatar
  • 3,214
1 vote
1 answer
2k views

How to write depth texture and read values from it

I am new in Unity and specializing in another field. But now I have to rapidly study it for a new project. I will be very thankful if anyone explain me how to read values of the depth buffer. I wrote ...
Hillbilly Joe's user avatar
0 votes
0 answers
102 views

Punching holes through a texture and making them regenerate back again in an efficient way

I'm working on a prototype where the user can use the mouse to punch holes through a texture, making this texture see-through in that area for a certain amount of time. After that time, the hole will "...
Gardener's user avatar
  • 331
0 votes
0 answers
42 views

How to always draw a child mesh in front of its parent mesh

I need to display a gizmo-like mesh at runtime, and it must be always in front of its target mesh. How can I achieve that?
Szzzzb1's user avatar
0 votes
1 answer
161 views

How can I write an additive mesh shader that splits the RGB channels while accounting for depth?

I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so ...
IanLarson's user avatar
  • 771
0 votes
1 answer
333 views

Depth Compositing - Background Not Being Rendered

I have a pre-rendered 3D scene which I am rendering as a background image. Over this, I am rendering an invisible version of this scene only into the depth buffer, so that any other 3D object will be ...
rhughes's user avatar
  • 182
1 vote
2 answers
919 views

Tiled2Unity depth sorting issue with multiple layers

I have been struggling with an issue for a couple of days now trying to get depth sorting properly when using multiple layers in tiled. My tiled map is set up as follows: The sorting Layers I have ...
WraithNath's user avatar
2 votes
1 answer
2k views

Drawing a grid over a terrain using a mesh - Shader Depth and Z-Buffer

What I'm trying to achieve is rendering a (huge) tile grid over a terrain. For that I'm using a generated mesh of quads, one for every tile, whose vertices Y value is the same of the terrain to "shape"...
Celtc's user avatar
  • 155
0 votes
1 answer
3k views

Unity Custom Sprite Shader: Don't write transparent pixels into Depth Buffer

For performance reasons, i have to create my own billboards to replace some geometry. I modified the standard sprite shader to Cull Back and ...
stainless's user avatar
2 votes
1 answer
5k views

Simple cartoon water shader shoreline

I'm currently attempting to create a cartoon-ish water shader with a shoreline. After looking around trying to find out how other games do it i figured out it has something to do with getting the ...
Daniel Holst's user avatar
0 votes
2 answers
2k views

How to determine how far the background is behind a transparent object in a shader?

Is there a way to know how far away any object is behind a transparent object in a shader? Like making water fully transparent when close to shore.
Werem's user avatar
  • 148

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