This is an example that shows how to inverse-project depth samples (from the camera depth texture) into the view/world space in Unity.
- Unity 2018.2 or later
Public domain
An example showing how to inverse-project depth samples into the view/world space in Unity.
This is an example that shows how to inverse-project depth samples (from the camera depth texture) into the view/world space in Unity.
Public domain
Hi,
I wanted to test your project but I cannot run it since there seem to be namespaces missing (screenshot). The readme says I only need Unity 2018.2 or higher.
Is there a component install or a library that I am missing?
Found using
Unity 2018.2.0f2 (stock install)
Buildsettings: PC, Mac & Linux Standalone
It seems this:
Does not account for the near clip plane, does it? That is, consider getting a depth value of zero -- that position should be at the near clip plane, but wont this math put it directly at the camera?
Shouldn't the far clip plane already be accounted for by the inverse projection? Why is the ray multiplied by far again?
I know this is kind of old and maybe unsupported. I'm trying to modify this to project a texture of my choosing instead of projecting the lines by default. Any ideas?
Hello keijiro,
I was trying to import the asset to my project but encountered this error regards a library i'm missing:
Shader error in 'Hidden/Test/InverseProjection': Couldn't open include file 'PostProcessing/Shaders/StdLib.hlsl'. at line 5
I'm currently using HDRP but don't really have much idea of how to import this StdLib library, where can i get it and how can i import it into the project so it works?
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