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Question by jjxtra · Oct 22, 2016 at 10:36 PM · depth-buffer

Depth buffer for same vertex is different as I rotate the camera

I am seeing my depth buffer change as I rotate the camera (camera is not moving). I would expect the depth buffer to be the same for the same geometry, regardless of camera angle, as long as the camera doesn't move. I have a cube being rendered on top of another cube. Sometimes my depth value is larger than others. What would cause the depth value to change for the same geometry as I rotate the camera?

Screenshot 1: Depth buffer values are high, so second cube is all white. alt text

Screenshot 2: Depth buffers have changed, so the second cube is translucent. alt text

 v2f vert(appdata_base v)
 {
     v2f o;
     o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
     o.viewPos = mul(unity_ObjectToWorld, v.vertex).xyz;
     o.projPos = ComputeScreenPos(o.pos);
     COMPUTE_EYEDEPTH(o.projPos.z);
     return o;
 }
                  
 fixed4 frag(v2f i) : COLOR
 {
         float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
         return sceneZ * 0.1 * fixed4(1,1,1,1);
 }


depthbuffer1.jpg (155.9 kB)
depthbuffer2.jpg (195.3 kB)
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avatar image tanoshimi · Oct 23, 2016 at 07:32 AM 0
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By "rotating" the camera do you mean you're orbiting the object in question at a fixed distance? Or are you rotating the camera on it's own axis?

avatar image jjxtra tanoshimi · Oct 23, 2016 at 12:23 PM 0
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Own axis, camera not moving

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