1.8 KiB
Scene Depth Node
Description
Provides access to the current Camera's depth buffer using input UV, which is expected to be normalized screen coordinates.
Note: Depth buffer access requires depth buffer to be enabled on the active Render Pipeline. This process is different per Render Pipeline. It is recommended you read the documentation of your active Render Pipeline for information on enabling the depth buffer. If the depth buffer is unavailable this Node will return mid grey.
Note: The executed HLSL code for this Node is defined per Render Pipeline, and different Render Pipelines may produce different results. Custom Render Pipelines that wish to support this Node will also need to explicitly define the behaviour for it. If undefined this Node will return 1 (white).
NOTE: This Node can only be used in the Fragment Shader Stage and it is not guaranteed to work with an opaque material.
Unity Render Pipelines Support
- High Definition Render Pipeline
- Universal Render Pipeline
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 4 | Screen Position | Normalized screen coordinates |
Out | Output | Float | None | Output value |
Depth Sampling modes
Name | Description |
---|---|
Linear01 | Linear depth value between 0 and 1 |
Raw | Raw depth value |
Eye | Depth converted to eye space units |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_SceneDepth_Raw_float(float4 UV, out float Out)
{
Out = SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV);
}