Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/HD-Custom-Depth-Node.md

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2024-05-06 14:45:45 -04:00
# Custom Depth Node (HDRP)
The Custom Depth Node accesses the custom pass color buffer allocated by HDRP.
## Render pipeline compatibility
| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
| -------------- | ----------------------------------- | ------------------------------------------ |
| Custom Depth Node | No | Yes |
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| **UV** | Input | Vector 4 | Screen Position | Sets the normalized screen coordinates that this node samples. |
| **Output** | Output | Vector 4 | None | The output value of this node. |
## Depth Sampling modes
| Name | Description |
|----------|------------------------------------|
| Linear01 | The linear depth value between 0 and 1. |
| Raw | The raw depth value. |
| Eye | The depth value converted to eye space units. |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
void Unity_CustomDepth_LinearEye_float(float4 UV, out float Out)
{
Out = LinearEyeDepth(SampleCustomDepth(UV.xy), _ZBufferParams);
}
```