![]() ![]() However, for someĮffects it is useful to output custom Z buffer depth values per pixel. Note that on many GPUs this turns off some depth buffer A memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info See in Glossary optimizations, so do not override Z buffer value without a good reason. The cost incurred by SV_Depth varies depending on the GPU architecture, but overall it’s fairly similar to the cost of alpha testing (using the built-in clip() function in HLSL). ![]() Render shaders that modify depth after all regular opaque shaders (for example, by using the AlphaTest rendering queue. The depth output value needs to be a single float. Vertex shader outputs and fragment shader inputsĪ vertex shader needs to output the final clip space position of a vertex, so that the GPU knows where on the screen to rasterize it, and at what depth. ![]()
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