It is possible to create Render TexturesA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
See in Glossary where each pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary contains a high-precision Depth value. This is mostly used when some effects need the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary’s Depth to be available (for example, soft particles, screen space ambient occlusion and translucency would all need the Scene’s Depth). Image Effects often use Depth Textures too.
Pixel values in the Depth Texture range between 0 and 1, with a non-linear distribution. Precision is usually 32 or 16 bits, depending on configuration and platform used. When reading from the Depth Texture, a high precision value in a range between 0 and 1 is returned. If you need to get distance from the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary, or an otherwise linear 0–1 value, compute that manually using helper macros (see below).
Depth Textures are supported on most modern hardware and graphics APIs. Special requirements are listed below:
Most of the time, Depth Texture are used to render Depth from the Camera. The UnityCG.cginc include file contains some macros to deal with the above complexity in this case:
Note: On DX11/12, PS4, XboxOne and Metal, the Z buffer range is 1–0 and UNITY_REVERSED_Z is defined. On other platforms, the range is 0–1.
For example, this shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary would render depth of its GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary:
Shader "Render Depth" {
__SubShader__Each shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user's graphics card. [More info](SL-SubShader.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#subshader)</span> {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 depth : TEXCOORD0;
};
v2f vert (appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_DEPTH(o.depth);
return o;
}
half4 frag(v2f i) : SV_Target {
UNITY_OUTPUT_DEPTH(i.depth);
}
ENDCG
}
}
}
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