Hi everyone,
i experimented a bit with the depth texture. I noticed that if a mesh has Lines Topology then the lines won’t be rendered to the depth texture.
This is what the scene looks like:

And this is what the depth texture looks like:
In the wireframe shader i set ZTest to Always and ZWrite to On:
Shader "Custom/Lines"
{
SubShader
{
Pass
{
ZTest Always
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct vertexInput
{
float4 vertex : POSITION;
float3 texCoord : TEXCOORD0;
};
struct vertexOutput
{
float4 pos : SV_POSITION;
float3 texCoord : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = UnityObjectToClipPos(input.vertex);
output.texCoord = input.texCoord;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return float4(1,1,1,1);
}
ENDCG
}
}
}
I simply render only the depth with post processing. This is the Post Processing shader:
Shader "Post/DepthTexture"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _CameraDepthTexture;
float4 frag(v2f input) : SV_Target
{
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, input.uv);
depth = Linear01Depth(depth);
return depth;
}
ENDCG
}
}
}
I enabled the depth texture for the camera and adjusted the far clipping plane to get this result.
If the lines intersect with the cube the z culling works fine. Only the depth texture is missing the lines…
So is it on purpose that the lines are not rendered to the depth texture? Can i somehow enable it?
Thank you very much!
