Handle the reversed depth buffer in 5.5

This commit is contained in:
Robert Cupisz 2016-11-02 17:07:52 +01:00
parent 947b6de3a5
commit 603a19ddf4
2 changed files with 14 additions and 1 deletions

View File

@ -67,6 +67,14 @@ half EdgeSmooth(half2 xy)
return saturate(1 - smoothstep(-smooth, 0, d));
}
half ReverseZ(half z)
{
#if UNITY_REVERSED_Z
return 1.0 - z;
#endif
return z;
}
half Shadow(half3 position)
{
half4 pClip = mul(_ShadowProjectionMatrix, half4(position, 1));
@ -83,7 +91,7 @@ half Shadow(half3 position)
for(int j = 0; j < 10; ++j)
{
half2 offset = poisson[j + 24] * _ShadowReceiverWidth;
float depth = _Shadowmap.SampleLevel(sampler_ShadowmapDummy, p.xy + offset, 0).r;
float depth = ReverseZ(_Shadowmap.SampleLevel(sampler_ShadowmapDummy, p.xy + offset, 0).r);
dist += max(0.0, p.z - depth);
}
@ -91,6 +99,7 @@ half Shadow(half3 position)
dist *= _ShadowReceiverDistanceScale;
p.z -= _ShadowBias/pClip.w;
p.z = ReverseZ(p.z);
half shadow = 0;
for(int i = 0; i < 32; ++i)
{

View File

@ -69,6 +69,10 @@ Shader "Hidden/BlurShadowmap" {
// The texture contains just 0. But we need to sample it somewhere for Unity to initialize the corresponding sampler.
z.r += _ShadowmapDummy.Sample(sampler_ShadowmapDummy, 0).a;
#if UNITY_REVERSED_Z
z = 1.0 - z;
#endif
// Transform to linear z, 0 at near, 1 at far
z = z * 2 - 1;
z = _ZParams.x * (z + 1.0) / (z + _ZParams.y);