In the coordinate systems tutorial we said that perspective division is performed after the vertex shader has run, dividing the gl_Position's xyz
coordinates by its w
component. We also know from the depth testing tutorial that the z
component of the resulting division is equal to that vertex's depth value. Using this information we can set the z
component of the output position equal to its w
component which will result in a z
component that is always equal to
在Shader修改Depth Value
最新推荐文章于 2022-07-27 19:14:47 发布
在Unity中,通过Shader设置顶点坐标v'的z分量为v'w,进行透视除法后得到的深度值始终为1,确保红色立方体始终位于蓝色立方体前方,实现遮挡效果。
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