#Depth Pass empty

1 messages · Page 1 of 1 (latest)

rocky heron
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Hello, I'm on Unity 6.3 and for some reason the depth pass is all black, I cannot figure out how to get it's information on ShaderGraph, is it possible?

fading karma
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For shadergraph, there is a Scene Depth node to sample the depth texture. Enable that setting on the URP Asset first if not already enabled

rocky heron
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I tried dragging the slider but nothing changed, just for reference:

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This is my camera right now

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The cube and the grey plane are default Lit

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The water blob is with scene depth directly into base color

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And in my screenshots it has the Depth Texture and Priming active no? I think it is at least. Also hi Cyan I love your tutorials.

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Ohhhh I got it:

What are the values I should be using for this? Multiplying by a high value?

rocky heron
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What is the values Eye can output? I'm trying to do something like contact foam but it outputs purely low values or purely high values. Not sure what range I'm working with:

fading karma
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What kind of distance is there between the ground plane and water mesh/blob? I suspect they might be too close together for depth-based foam to look good

rocky heron
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The camera is at (x: 0, y: 37, z:-37) with a rotation of (x:65) so it is at 52 distance. (since the water mesh is at 0,0,0). The near place is 0.3, far plane 1000.
How can I have collision foam in this setup? It is a kinda management game with a top down camera.

south sable