Write to the depth buffer in a Unity 3D unlit shader?
I admit I'm a bit lost when it comes to shaders. Below is my unlit shader. What can I add to this to write to the depth buffer and depth texture? Also, am I doing anything wrong or unnecessary in this shader?
Shader "Unlit/Environment Texture"
Properties
_MainTex ("Base (RGB)", 2D) = "white"
_MainTexBias ("Mip Bias (-1 to 1)", float) = -1
SubShader
Tags "RenderType"="Opaque"
Lighting Off
Fog Mode off
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
;
struct v2f
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
;
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexBias;
v2f vert (appdata_t v)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
fixed4 frag (v2f i) : SV_Target
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x,i.texcoord.y,0.0,_MainTexBias));
return col;
ENDCG
unity3d shader
add a comment |
I admit I'm a bit lost when it comes to shaders. Below is my unlit shader. What can I add to this to write to the depth buffer and depth texture? Also, am I doing anything wrong or unnecessary in this shader?
Shader "Unlit/Environment Texture"
Properties
_MainTex ("Base (RGB)", 2D) = "white"
_MainTexBias ("Mip Bias (-1 to 1)", float) = -1
SubShader
Tags "RenderType"="Opaque"
Lighting Off
Fog Mode off
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
;
struct v2f
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
;
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexBias;
v2f vert (appdata_t v)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
fixed4 frag (v2f i) : SV_Target
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x,i.texcoord.y,0.0,_MainTexBias));
return col;
ENDCG
unity3d shader
add a comment |
I admit I'm a bit lost when it comes to shaders. Below is my unlit shader. What can I add to this to write to the depth buffer and depth texture? Also, am I doing anything wrong or unnecessary in this shader?
Shader "Unlit/Environment Texture"
Properties
_MainTex ("Base (RGB)", 2D) = "white"
_MainTexBias ("Mip Bias (-1 to 1)", float) = -1
SubShader
Tags "RenderType"="Opaque"
Lighting Off
Fog Mode off
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
;
struct v2f
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
;
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexBias;
v2f vert (appdata_t v)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
fixed4 frag (v2f i) : SV_Target
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x,i.texcoord.y,0.0,_MainTexBias));
return col;
ENDCG
unity3d shader
I admit I'm a bit lost when it comes to shaders. Below is my unlit shader. What can I add to this to write to the depth buffer and depth texture? Also, am I doing anything wrong or unnecessary in this shader?
Shader "Unlit/Environment Texture"
Properties
_MainTex ("Base (RGB)", 2D) = "white"
_MainTexBias ("Mip Bias (-1 to 1)", float) = -1
SubShader
Tags "RenderType"="Opaque"
Lighting Off
Fog Mode off
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
;
struct v2f
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
;
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexBias;
v2f vert (appdata_t v)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
fixed4 frag (v2f i) : SV_Target
fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x,i.texcoord.y,0.0,_MainTexBias));
return col;
ENDCG
unity3d shader
unity3d shader
edited Nov 14 '18 at 4:54
jestro
asked Nov 14 '18 at 4:23
jestrojestro
1,30921734
1,30921734
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
Uhm... this should already write to the depth buffer? You can add "Queue"="Opaque" to the tags to enable front-to-back sorting, though i think it should default to this anyways. Ztest On is also implicit. How does it look for you in Unity?
add a comment |
Your Answer
StackExchange.ifUsing("editor", function ()
StackExchange.using("externalEditor", function ()
StackExchange.using("snippets", function ()
StackExchange.snippets.init();
);
);
, "code-snippets");
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "1"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53293165%2fwrite-to-the-depth-buffer-in-a-unity-3d-unlit-shader%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Uhm... this should already write to the depth buffer? You can add "Queue"="Opaque" to the tags to enable front-to-back sorting, though i think it should default to this anyways. Ztest On is also implicit. How does it look for you in Unity?
add a comment |
Uhm... this should already write to the depth buffer? You can add "Queue"="Opaque" to the tags to enable front-to-back sorting, though i think it should default to this anyways. Ztest On is also implicit. How does it look for you in Unity?
add a comment |
Uhm... this should already write to the depth buffer? You can add "Queue"="Opaque" to the tags to enable front-to-back sorting, though i think it should default to this anyways. Ztest On is also implicit. How does it look for you in Unity?
Uhm... this should already write to the depth buffer? You can add "Queue"="Opaque" to the tags to enable front-to-back sorting, though i think it should default to this anyways. Ztest On is also implicit. How does it look for you in Unity?
answered Jan 17 at 10:45
Kalle HalvarssonKalle Halvarsson
1586
1586
add a comment |
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53293165%2fwrite-to-the-depth-buffer-in-a-unity-3d-unlit-shader%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown