Unity的新PostProcessing着色器框架中的一个如何获得所讨论像素的绝对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
}
}
}
答案 0 :(得分:4)
Lece在你的评论中说道:
您错过了#include
"UnityCG.cginc"
,这是大多数内置功能所必需的,包括访问UNITY_*
宏。
但问题是当你使用"UnityCG.cginc"
PostProcessing堆栈2使用相同的函数时,在Unity内置着色器中,我决定在标准着色器统一中找到它:
在Unity Archive shader中,您可以在UNITY_MATRIX_MVP
Standard\CGIncludes\UnityShaderVariables.cginc
#define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld)
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
}
}
}
此外,您可以将世界广告添加到StdLib.hlsl
,您可以在PostProcessing-2\Assets\PostProcessing\Shaders
中找到它然后更改这些行:
我修复了StdLib.hlsl
,然后我放了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World Space很容易!
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
}
}
}
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
}
}
}
#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World Space很容易!
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
}
}
}
答案 1 :(得分:3)
我有很多问题,不确定这是否适合所有人(在2017.3.1p1测试Mac w / Metal)但我遇到了与上述相同的问题 - 移动或旋转相机会导致世界空间位置变化非常奇怪。
我使用旧方法(未与Post Processing堆栈集成)进行测试,这里有详细说明。 - https://github.com/zezba9000/UnityMathReference/tree/master/Assets/Shaders/DepthBuffToWorldPos
在Post Processing堆栈中重新创建它会给我带来不同的结果。经过一番探讨,我发现唯一不同的数据是i.worldDirection
,默认情况下基于v.vertex.xy
。我将其更改为i.texcoord.xy*2-1
,这对我来说非常有效。
以下是代码(cs +着色器):
DrawWorldSpacePosition.cs
using System;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
[Serializable]
[PostProcess(typeof(DrawWorldSpacePositionRenderer), PostProcessEvent.AfterStack, "Custom/DrawWorldSpacePosition")]
public sealed class DrawWorldSpacePosition : PostProcessEffectSettings
{
}
public sealed class DrawWorldSpacePositionRenderer : PostProcessEffectRenderer<DrawWorldSpacePosition>
{
public override void Render(PostProcessRenderContext context)
{
var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/DrawWorldSpacePosition"));
var camera = context.camera;
var p = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);// Unity flips its 'Y' vector depending on if its in VR, Editor view or game view etc... (facepalm)
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);
sheet.properties.SetMatrix("clipToWorld", clipToWorld);
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
}
}
DrawWorldSpacePosition.shader
Shader "Hidden/Custom/DrawWorldSpacePosition"
{
HLSLINCLUDE
#include "../PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
uniform float4x4 clipToWorld;
struct VaryingsExtended
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
float3 worldDirection : TEXCOORD2;
};
VaryingsExtended Vert(AttributesDefault v)
{
VaryingsExtended o;
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);
float4 clip = float4(o.texcoord.xy*2-1, 0.0, 1.0);
o.worldDirection = mul(clipToWorld, clip) - _WorldSpaceCameraPos;
return o;
}
float4 Frag(VaryingsExtended i) : SV_Target
{
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
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 Vert
#pragma fragment Frag
ENDHLSL
}
}
}