#Depth Pass empty
1 messages · Page 1 of 1 (latest)
It's not empty, just very dark. You can adjust the Levels 0-1 slider at the top to remap the preview
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
I tried dragging the slider but nothing changed, just for reference:
This is my camera right now
The cube and the grey plane are default Lit
The water blob is with scene depth directly into base color
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.
Ohhhh I got it:
What are the values I should be using for this? Multiplying by a high value?
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:
Eye mode is basically metres/units from the camera plane. (And the raw screenpos.a is units to the fragments being drawn, so after the subtract it should start at a value of 0 at that water mesh)
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
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.
I think what cyan was asking is how close the water to the ground. Are they overlapping planes? If so, they're gonna have basically the same depth. And no foam is gonna work.