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Shader "PostDepthToWorldPos"
{
Properties
{
}
SubShader
{
Tags { "RenderType" ="Transparent" "Queue" ="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION ;
};
struct v2f
{
float4 pos : SV_POSITION ;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE (_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
// Reconstructs view position from just the pixel position and the camera depth texture
float3 viewSpacePosAtPixelPosition (float2 vpos)
{
float2 uv = vpos * _CameraDepthTexture_TexelSize.xy;
float3 viewSpaceRay = mul (unity_CameraInvProjection , float4 (uv * 2.0 - 1.0 , 1.0 , 1.0 ) * _ProjectionParams .z);
#if UNITY_UV_STARTS_AT_TOP
uv.y = (1.0 - uv.y);
uv.y = (uv.y - 0.5 ) * _ProjectionParams .x + 0.5 ;
#endif
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD (_CameraDepthTexture, float4 (uv, 0.0 , 0.0 ));
return viewSpaceRay * Linear01Depth (rawDepth);
}
// Checks if depth texture is at the far clipping plane
bool isSkyAtPixelPosition (float2 vpos)
{
float2 uv = vpos * _CameraDepthTexture_TexelSize.xy;
#if UNITY_UV_STARTS_AT_TOP
uv.y = (1.0 - uv.y);
uv.y = (uv.y - 0.5 ) * _ProjectionParams .x + 0.5 ;
#endif
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD (_CameraDepthTexture, float4 (uv, 0.0 , 0.0 ));
#if UNITY_REVERSED_Z
bool sky = rawDepth <= 0.0 ;
#else
bool sky = rawDepth >= 1.0 ;
#endif
return sky;
}
float3 drawXYZGrid (float3 pos)
{
float3 fw = max (fwidth (pos), 0.0001 );
float3 lineWidth = max (0.05 , fw);
float3 grid = 1.0 - abs (frac (pos) * 2.0 - 1.0 );
return smoothstep (lineWidth + fw * 1.5 , lineWidth - fw * 1.5 , grid);
}
fixed4 frag (v2f i) : SV_Target
{
float3 viewPos = viewSpacePosAtPixelPosition (i.pos.xy);
// Camera space and view space are flipped on the Z axis
float3 worldPos = mul (unity_CameraToWorld, float4 (viewPos * float3 (1.0 , 1.0 ,-1.0 ), 1.0 ));
float3 col = drawXYZGrid (worldPos);
col *= isSkyAtPixelPosition (i.pos) ? 0.0 : 1.0 ;
return float4 (col, 1.0 );
}
ENDCG
}
}
}