260 lines
11 KiB
Markdown
260 lines
11 KiB
Markdown
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---
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uid: urp-writing-shaders-urp-reconstruct-world-position
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---
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# Reconstruct the world space positions of pixels from the depth texture
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The Unity shader in this example reconstructs the world space positions for pixels using a depth texture and screen space UV coordinates. The shader draws a checkerboard pattern on a mesh to visualize the positions.
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The following illustration shows the end result:
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![Checkerboard pattern visualizing the reconstructed world space positions.](Images/shader-examples/urp-shader-tutorial-reconstruct-world-positions-from-depth.png)
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This page contains the following sections:
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* [Create the sample scene](#create-the-sample-scene)
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* [Edit the ShaderLab code](#edit-the-shaderlab-code)
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* [The complete ShaderLab code](#the-complete-shaderlab-code)
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## Create the sample scene
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Create the sample scene to follow the steps in this section:
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1. Install URP into an existing Unity project, or create a new project using the [**Universal Project Template**](creating-a-new-project-with-urp.md).
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2. In the sample Scene, create a plane GameObject and place it so that it occludes some of the GameObjects.
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![Create a plane](Images/shader-examples/urp-shader-tutorial-create-place-gameobj.png)
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3. Create a new Material and assign it to the plane.
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4. Create a new shader and assign it to the material. Copy and paste the Unity shader source code from the page [URP unlit basic shader](writing-shaders-urp-basic-unlit-structure.md).
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5. Select the URP Asset.
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6. In the URP Asset, in the General section, enable `Depth Texture`.
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![In URP Asset, enable Depth Texture](Images/shader-examples/urp-asset-depth-texture.png)
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7. Open the shader you created on step 4.
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## Edit the ShaderLab code
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This section assumes that you copied the source code from the page [URP unlit basic shader](writing-shaders-urp-basic-unlit-structure.md).
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Make the following changes to the ShaderLab code:
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1. In the `HLSLPROGRAM` block, add the include declaration for the depth texture shader header. For example, place it under the existing include declaration for `Core.hlsl`.
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```c++
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// The DeclareDepthTexture.hlsl file contains utilities for sampling the Camera
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// depth texture.
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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```
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The `DeclareDepthTexture.hlsl` file contains functions for sampling the Camera depth texture. This example uses the `SampleSceneDepth` function for sampling the Z coordinate for pixels.
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2. In the fragment shader definition, add `Varyings IN` as input.
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```c++
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half4 frag(Varyings IN) : SV_Target
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```
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In this example, the fragment shader uses the `positionHCS` property from the `Varyings` struct to get locations of pixels.
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3. In the fragment shader, to calculate the UV coordinates for sampling the depth buffer, divide the pixel location by the render target resolution `_ScaledScreenParams`. The property `_ScaledScreenParams.xy` takes into account any scaling of the render target, such as Dynamic Resolution.
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```c++
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float2 UV = IN.positionHCS.xy / _ScaledScreenParams.xy;
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```
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4. In the fragment shader, use the `SampleSceneDepth` functions to sample the depth buffer.
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```c++
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#if UNITY_REVERSED_Z
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real depth = SampleSceneDepth(UV);
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#else
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// Adjust z to match NDC for OpenGL
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real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(UV));
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#endif
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```
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The `SampleSceneDepth` function comes from the `DeclareDepthTexture.hlsl` file. It returns the Z value in the range `[0, 1]`.
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For the reconstruction function (`ComputeWorldSpacePosition`) to work, the depth value must be in the normalized device coordinate (NDC) space. In D3D, Z is in range `[0,1]`, in OpenGL, Z is in range `[-1, 1]`.
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This example uses the `UNITY_REVERSED_Z` constant to determine the platform and adjust the Z value range. Check step 6 in this example for more explanations.
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The `UNITY_NEAR_CLIP_VALUE` variable is a platform independent near clipping plane value for the clip space.
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For more information, refer to [Platform-specific rendering differences](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html).
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5. Reconstruct world space positions from the UV and Z coordinates of pixels.
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```c++
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float3 worldPos = ComputeWorldSpacePosition(UV, depth, UNITY_MATRIX_I_VP);
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```
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`ComputeWorldSpacePosition` is a utility function that calculates the world space position from the UV and the depth (Z) values. This function is defined in the `Common.hlsl` file of the SRP Core package.
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`UNITY_MATRIX_I_VP` is an inverse view projection matrix which transforms points from the clip space to the world space.
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6. To visualize the world space positions of pixels, create the checkboard effect.
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```c++
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uint scale = 10;
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uint3 worldIntPos = uint3(abs(worldPos.xyz * scale));
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bool white = (worldIntPos.x & 1) ^ (worldIntPos.y & 1) ^ (worldIntPos.z & 1);
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half4 color = white ? half4(1,1,1,1) : half4(0,0,0,1);
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```
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The `scale` is the inverse scale of the checkboard pattern size.
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The `abs` function mirrors the pattern to the negative coordinate side.
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The `uint3` declaration for the `worldIntPos` variable snaps the coordinate positions to integers.
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The `AND` operator in the expresion `<integer value> & 1` checks if the value is even (0) or odd (1). The expression lets the code divide the surface into squares.
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The `XOR` operator in the expresion `<integer value> ^ <integer value>` flips the square color.
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The depth buffer might not have valid values for areas where no geometry is rendered. The following code draws black color in such areas.
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```c++
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#if UNITY_REVERSED_Z
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if(depth < 0.0001)
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return half4(0,0,0,1);
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#else
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if(depth > 0.9999)
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return half4(0,0,0,1);
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#endif
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```
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Different platforms use different Z values for far clipping planes (0 == far, or 1 == far). The `UNITY_REVERSED_Z` constant lets the code handle all platforms correctly.
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Save the shader code, the example is ready.
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The following illustration shows the end result:
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![3D Checkerboard](Images/shader-examples/urp-shader-tutorial-reconstruct-world-positions-from-depth.png)
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## The complete ShaderLab code
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Below is the complete ShaderLab code for this example.
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```c++
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// This Unity shader reconstructs the world space positions for pixels using a depth
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// texture and screen space UV coordinates. The shader draws a checkerboard pattern
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// on a mesh to visualize the positions.
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Shader "Example/URPReconstructWorldPos"
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{
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Properties
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{ }
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// The SubShader block containing the Shader code.
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SubShader
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{
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// SubShader Tags define when and under which conditions a SubShader block or
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// a pass is executed.
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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HLSLPROGRAM
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// This line defines the name of the vertex shader.
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#pragma vertex vert
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// This line defines the name of the fragment shader.
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#pragma fragment frag
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// The Core.hlsl file contains definitions of frequently used HLSL
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// macros and functions, and also contains #include references to other
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// HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.).
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// The DeclareDepthTexture.hlsl file contains utilities for sampling the
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// Camera depth texture.
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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// This example uses the Attributes structure as an input structure in
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// the vertex shader.
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struct Attributes
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{
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// The positionOS variable contains the vertex positions in object
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// space.
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float4 positionOS : POSITION;
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};
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struct Varyings
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{
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// The positions in this struct must have the SV_POSITION semantic.
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float4 positionHCS : SV_POSITION;
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};
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// The vertex shader definition with properties defined in the Varyings
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// structure. The type of the vert function must match the type (struct)
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// that it returns.
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Varyings vert(Attributes IN)
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{
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// Declaring the output object (OUT) with the Varyings struct.
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Varyings OUT;
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// The TransformObjectToHClip function transforms vertex positions
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// from object space to homogenous clip space.
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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// Returning the output.
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return OUT;
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}
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// The fragment shader definition.
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// The Varyings input structure contains interpolated values from the
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// vertex shader. The fragment shader uses the `positionHCS` property
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// from the `Varyings` struct to get locations of pixels.
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half4 frag(Varyings IN) : SV_Target
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{
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// To calculate the UV coordinates for sampling the depth buffer,
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// divide the pixel location by the render target resolution
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// _ScaledScreenParams.
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float2 UV = IN.positionHCS.xy / _ScaledScreenParams.xy;
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// Sample the depth from the Camera depth texture.
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#if UNITY_REVERSED_Z
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real depth = SampleSceneDepth(UV);
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#else
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// Adjust Z to match NDC for OpenGL ([-1, 1])
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real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(UV));
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#endif
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// Reconstruct the world space positions.
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float3 worldPos = ComputeWorldSpacePosition(UV, depth, UNITY_MATRIX_I_VP);
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// The following part creates the checkerboard effect.
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// Scale is the inverse size of the squares.
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uint scale = 10;
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// Scale, mirror and snap the coordinates.
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uint3 worldIntPos = uint3(abs(worldPos.xyz * scale));
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// Divide the surface into squares. Calculate the color ID value.
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bool white = ((worldIntPos.x) & 1) ^ (worldIntPos.y & 1) ^ (worldIntPos.z & 1);
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// Color the square based on the ID value (black or white).
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half4 color = white ? half4(1,1,1,1) : half4(0,0,0,1);
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// Set the color to black in the proximity to the far clipping
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// plane.
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#if UNITY_REVERSED_Z
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// Case for platforms with REVERSED_Z, such as D3D.
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if(depth < 0.0001)
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return half4(0,0,0,1);
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#else
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// Case for platforms without REVERSED_Z, such as OpenGL.
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if(depth > 0.9999)
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return half4(0,0,0,1);
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#endif
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return color;
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}
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ENDHLSL
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}
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}
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}
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```
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