34 lines
1.7 KiB
Markdown
34 lines
1.7 KiB
Markdown
# HD Scene Depth Node
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## Description
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The HD Scene Depth node uses a UV input to access the current Camera's depth buffer. Unity expects normalized screen coordinates for this value. You can also use this node to access the mipmaps in the depth buffer.
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You can only use the HD Scene Depth node in the Fragment Shader Stage and with non-opaque materials.
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## Render pipeline compatibility
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| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
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| ------------------ | ----------------------------------- | ------------------------------------------ |
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| **HD Scene Color** | No | Yes |
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## Ports
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| **Name** | **Direction** | **Type** | **Binding** | **Description** |
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| ---------- | ------------- | -------- | --------------- | ------------------------------------------------------------ |
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| **UV** | Input | Vector 4 | Screen Position | Sets the normalized screen coordinates to sample. |
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| **Lod** | Input | float | None | Sets the mip level that the sampler uses to sample the depth buffer. |
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| **Output** | Output | Vector 3 | None | Output value. |
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## Depth Sampling modes
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| Name | Description |
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| ------------ | ---------------------------------- |
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| **Linear01** | Linear depth value between 0 and 1 |
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| **Raw** | Raw depth value |
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| **Eye** | Depth converted to eye space units |
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## Notes
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To use the HD Scene Depth node in a Custom Render Pipeline, you need to explicitly define its behavior, otherwise it returns white.
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