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Question by azeroon · Oct 08, 2018 at 05:14 PM · shader writinghdr

How to pass depth texture to shader graph ? (HDRP)

I have been searching for the past 4 hours all over the internets, but didn't find a single documentation for this - how can I pass depth texture (like i would _CameraDepthTexture using standard shaders) ?

I tried adding a second camera, passing a depth RenderTexture as its output texture, but it shows black and when i define _CameraDepthTexture in shader properties, I get an error saying I am redeclaring a property.

Thanks a lot, any help will be a massive relief.

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Answer by azeroon · Oct 09, 2018 at 11:15 AM

"Solved" by updating to (currently) staging version 4.0.1 which contains Scene Depth node. Finally finished intersection shaders in shadergraph, yay!

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avatar image Ryan_McMahon · Nov 16, 2018 at 07:59 PM 0
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For me, when using the new Scene Depth node it only outputs completely black (0) or white (1). Therefore it is useless for most effects that require a camera depth texture.

avatar image TimNick151297 · Jan 08, 2019 at 11:14 AM 0
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@azeroon It is not working for me either - could you help me out with this by sharing your steps for an intersection graph?

avatar image BAIZOR · Feb 01, 2019 at 12:41 AM 0
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Agree, it just returns "0" or "1" values binary :( useless!

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Answer by anasainea · Mar 05, 2019 at 11:50 AM

Running on Unity 2019.2.0a7 with a LWRP project, the shader graph version is 5.2.3, and this is the setup that gives depth based on the distance between the objects:


alt text


capture.png (99.3 kB)
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Answer by TimNick151297 · Feb 01, 2019 at 08:16 AM

It seems, that the scene depth node is broken in earlier versions than 4.8.0. Just upgrade your shadergraph version and it should work. Be careful though, upgrading shadergraph and your renderpipeline will probably break your shaders and you will have to reconnect the outputs manually again.

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