17 lines
685 B
HLSL
17 lines
685 B
HLSL
float2 _LogViewDepthMinDelta;
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float WarpDepth(float vd)
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{
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//return (log(vd) - _LogViewDepthMinDelta.x) / _LogViewDepthMinDelta.y * 2 - 1;
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//return (log(vd) - _LogViewDepthMinDelta.x) / _LogViewDepthMinDelta.y;
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//return vd;
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//return log(vd) * 2 - 1;
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//return (vd - _LogViewDepthMinDelta.x) / _LogViewDepthMinDelta.y * 2 - 1;
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//return vd * 2 - 1;
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//return (log(vd * 2 - 1) - _LogViewDepthMinDelta.x) / _LogViewDepthMinDelta.y * 2 - 1;
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//return (log(vd) - _LogViewDepthMinDelta.x) / _LogViewDepthMinDelta.y * 2 - 1;
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return saturate((log(vd) - _LogViewDepthMinDelta.x) / _LogViewDepthMinDelta.y) * 2 - 1;
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}
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// NOTE: vd (z/depth) are computed from linear view-space depth values |