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Getting the depth render texture in single-pass stereo rendering.

Discussion in 'Shaders' started by Mutimir, Aug 30, 2019.

  1. Mutimir

    Mutimir

    Joined:
    Dec 6, 2018
    Posts:
    23
    I am working on an oculus quest app and am trying to get the depth texture but i get it only on the left eye. My guess is that its cause oculus quest using a screenspace-texture-array instead of a double wide render texture. Is there a way of defining the format of the depth texture using RenderTextureDescriptor? Any insight would be appreciated. Here are my example codes.
    In the .cs:

    Code (CSharp):
    1. private void Start()
    2.     {
    3.         this.gameObject.GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth;
    4.     }
    5.  
    6.     private void OnRenderImage(RenderTexture source, RenderTexture destination)
    7.     {
    8.         Graphics.Blit(source, destination, fog);
    9.     }
    And the shader:
    Code (CSharp):
    1.  
    2. CGPROGRAM
    3.             #pragma vertex vert
    4.             #pragma fragment frag
    5.  
    6.             #include "UnityCG.cginc"
    7.  
    8.             UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
    9.             uniform half4 _MainTex_ST;
    10.             UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthTexture);
    11.             uniform half4 _CameraDepthTexture_ST;
    12.  
    13.             struct appdata
    14.             {
    15.                 float4 vertex : POSITION;
    16.                 float2 uv : TEXCOORD0;
    17.             };
    18.  
    19.  
    20.             struct v2f
    21.             {
    22.                 float2 uv : TEXCOORD0;
    23.                 float4 vertex : SV_POSITION;
    24.                 float2 scrPos : TEXCOORD1;        
    25.                 UNITY_VERTEX_OUTPUT_STEREO
    26.             };
    27.  
    28.             v2f vert(appdata v)
    29.             {
    30.                 v2f o;
    31.                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o)
    32.                 o.vertex = UnityObjectToClipPos(v.vertex);
    33.                 o.scrPos = TRANSFORM_TEX(v.uv, _CameraDepthTexture);
    34.                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    35.                 return o;
    36.             }
    37.  
    38.             float _DepthStart;
    39.             float _DepthDistance;
    40.  
    41.             fixed4 frag(v2f i) : SV_Target
    42.             {
    43.                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
    44.  
    45.                 fixed4 orCol = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
    46.                 float depthValue = Linear01Depth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthTexture, i.uv).r) * _ProjectionParams.z;
    47.                 depthValue = saturate((depthValue - _DepthStart) / _DepthDistance);
    48.                 return fixed4(depthValue, depthValue, depthValue, 1);
    49.             }
    50.             ENDCG
     
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