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a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered

2 votes
1 answer
3k views

Why encode floats in RGBA?

Working on some effects that require depth (Z) data in Unity, I saw that these use a method to store the depth data encoded in the RGBA channels of a regular texture. half4 frag(v2f i) : SV_Target { …
noio's user avatar
  • 247
3 votes
1 answer
4k views

Discard Transparent Pixels in Z-Buffer

The king and tree have become blobs because even their transparent pixels were updated in the Z-buffer (drawn using http://willychyr.com/2013/11/unity-shaders-depth-and-normal-textures/): Compare this …
noio's user avatar
  • 247
2 votes
Accepted

Discard Transparent Pixels in Z-Buffer

Found! (Thank you Frame Debugger !) It turns out that Unity renders the Depth Texture in a separate pass before all geometry is rendered. It is hard to find how to include objects in this pass, and h …
noio's user avatar
  • 247