Unity Shaders – Depth and Normal Textures (Part 2)

This post is a continuation of an earlier post: Unity Shaders – Depth and Normal Textures (Part 1). The post after this is Part 3, which covers using both depth and normal textures.

Working with Depth Texture

Now that we’ve learned how to just get the depth texture, and display its values as a grayscale image, let’s do something interesting with it. I’m going to do a simpler version of the ring of light that passes through the environment in the Quantum Conundrum dimension shift effect. Instead of starting the ring from the center of wherever I’m looking at, I’m just going to have it start from the farthest point I can see, and travel linearly past the camera. Additionally, as the ring passes through objects, they will be left with a slight color tint.

Here is what it looks like: Get Rendered Image Before Post-Processing

The effect we want to create is going to be superimposed on top of the original rendered image from the camera. As such, we will need to get from the camera an image of the scene right after it is rendered, but before any special effects are applied. To do this, we will need to use the Properties block in the shader. The rendered image from the camera will be brought in as _MainTex, so the Properties block will look like this:

Properties {
_MainTex ("", 2D) = "white" {}
}

You’ll also need to remember to name the variable in the pass of your shader so you can use it

sampler2D _MainTex;

Time

Since this is an animated effect, it will require a time variable. Fortunately, Unity provides a built-in value we can use: float4 _Time : Time (t/20, t, t*2, t*3). If this looks confusing, let me explain. The property name is _Time, and its type is a float4, meaning a vector with 4 float components. The x component is “t/20″, meaning it gives the value of time divided by 20, the y component is “t”, so normal time, the z component is time multiplied by 2, and the w component is time multiplied by 3.

In this case, we want to use time to give us a value that’s going to go from 0 to 1. In the following code, _RingPassTimeLength is the length of time we would like the ring to take to traverse the scene. _StartingTime (which we will set in a .cs script) is the time when the ring first begins to move, and _Time.y is the the time at the moment.

float _RingPassTimeLength = 2;
float t = 1 - ((_Time.y - _StartingTime)/_RingPassTimeLength );

When the ring first starts to move, the starting time is the current time, so _Time.y – _StartingTime = 0, so t = 1. Then, as _Time.y increases, the value of t will decrease. So if we use the variable t  to adjust which depth values we are looking at, we can traverse the scene.

User-Specified Uniforms

There are a few variables that would be nice for a user to adjust in the editor, instead of having to change it in code. To do this, we will need to use user-specified uniforms. In our case, some values that would be nice for the user to be able to adjust are the length of time it takes for the ring to pass through the scene ( _RingPassTimeLength) and the width of the ring itself (_RingWidth), like this: What we need to do is declare these properties, and then define the uniforms using the same names.

So, let’s our call our new shader DepthRingPass.shader. Here is the code:

 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182 Shader "Custom/DepthRingPass" { Properties {    _MainTex ("", 2D) = "white" {} //this texture will have the rendered image before post-processing    _RingWidth("ring width", Float) = 0.01    _RingPassTimeLength("ring pass time", Float) = 2.0 } SubShader { Tags { "RenderType"="Opaque" } Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _CameraDepthTexture; float _StartingTime; uniform float _RingPassTimeLength; //the length of time it takes the ring to traverse all depth values uniform float _RingWidth; //width of the ring float _RunRingPass = 0; //use this as a boolean value, to trigger the ring pass. It is called from the script attached to the camera. struct v2f {    float4 pos : SV_POSITION;    float4 scrPos:TEXCOORD1; }; //Our Vertex Shader v2f vert (appdata_base v){    v2f o;    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);    o.scrPos=ComputeScreenPos(o.pos);    o.scrPos.y = 1 - o.scrPos.y;    return o; } sampler2D _MainTex; //Reference in Pass is necessary to let us use this variable in shaders //Our Fragment Shader half4 frag (v2f i) : COLOR{    //extract the value of depth for each screen position from _CameraDepthExture    float depthValue = Linear01Depth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);    fixed4 orgColor = tex2Dproj(_MainTex, i.scrPos); //Get the orginal rendered color    float4 newColor; //the color after the ring has passed    half4 lightRing; //the ring of light that will pass through the dpeth    float t = 1 - ((_Time.y - _StartingTime)/_RingPassTimeLength );    //the script attached to the camera will set _RunRingPass to 1 and then will start the ring pass    if (_RunRingPass == 1){       //this part draws the light ring       if (depthValue < t && depthValue > t - _RingWidth){          lightRing.r = 1;          lightRing.g = 0;          lightRing.b = 0;          lightRing.a = 1;          return lightRing;       } else {           if (depthValue < t) {              //this part the ring hasn't pass through yet              return orgColor;           } else {              //this part the ring has passed through              //basically taking the original colors and adding a slight red tint to it.              newColor.r = (orgColor.r + 1)*0.5;              newColor.g = orgColor.g*0.5;              newColor.b = orgColor.b*0.5;              newColor.a = 1;              return newColor;          }       }     } else {         return orgColor;     } } ENDCG } } FallBack "Diffuse" }

And below is the script to be attached to the camera. Let’s call it DepthRingPass.cs. In addition to passing the depth texture, as well as an image of the rendered scene from the camera to the shader, the DepthRingPass.cs is also triggering the ring to start. Whenever the user presses the “E” button on the keyboard, it sets the uniform variable _StartingTime to the current time and sets _RunRingPass to 1 (which then sets the shader to draw the ring). The reason why I’m using SetFloat here is because there isn’t a SetBool function (at least not that I’m aware of).

 123456789101112131415161718192021222324252627 using UnityEngine; using System.Collections; [ExecuteInEditMode] public class DepthRingPass : MonoBehaviour { public Material mat; void Start () {     camera.depthTextureMode = DepthTextureMode.Depth; } void Update (){    if (Input.GetKeyDown(KeyCode.E)){       //set _StartingTime to current time       mat.SetFloat("_StartingTime", Time.time);       //set _RunRingPass to 1 to start the ring       mat.SetFloat("_RunRingPass", 1);   } } // Called by the camera to apply the image effect void OnRenderImage (RenderTexture source, RenderTexture destination){    //mat is the material containing your shader    Graphics.Blit(source,destination,mat); } }

Remember, you’ll need to attach the shader we wrote to a material, and then set the material as our mat variable in the above script DepthRingPass.cs, which is then attached to your camera object. We will end here for now. In Part 3, I will talk about using both depth and normals in your shader, specifically, how to work with DepthTextureMode.DepthNormals.

2 replies to “Unity Shaders – Depth and Normal Textures (Part 2)”

1. Vincent on said:

Hello william and thanks for sharing your knowledge, that’s cool !

I am not sure to understand the line which is supposed to draw the light ring
if (depthValue < t & & depthValue > t – _RingWidth).
It throws me an error (“undeclared identifier ‘lt” line 54).

2. TobiLaForge on said: