Hi,
I am using HDRP and made a custom pass which render individual Meshs with a really simple unlit shader. The problem is: I am trying to sample the Depth Buffer, but without success. I am using the follow code:
Shader "Hidden/OutlineObjColor"
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl"
ENDHLSL
SubShader
{
Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
struct interpolators
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 projPos : TEXCOORD1;
};
float _GlobalOutlineObjColor; //Float to Color the rendered Meshs
TEXTURE2D_ARRAY(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
v2f vert (interpolators v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//float objDepth = i.projPos.z;
float depth = LOAD_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture,i.projPos.xy/i.projPos.w, 0,0);
//fixed4 col = float4(_GlobalOutlineObjColor,0,0,1);
return float4(depth,0,0,1); //Test returning just the sampled depthbuffer
}
ENDHLSL
}
}
}
But what I get in return is just gray, meaning that I am not sampling the DepthBuffer. Tryed for days to solve this by myself. What I am doing wrong?