UnityCG.cginc中原函数如下:
// Z buffer to linear 0..1 depth (0 at eye, 1 at far plane)
inline float Linear01Depth( float z )
{
return 1.0 / (_ZBufferParams.x * z + _ZBufferParams.y);
}
// Z buffer to linear depth
inline float LinearEyeDepth( float z )
{
return 1.0 / (_ZBufferParams.z * z + _ZBufferParams.w);
}
其中_ZBufferParams的定义如下:
double zc0, zc1;
// OpenGL would be this:
// zc0 = (1.0 - m_FarClip / m_NearClip