├── .gitignore ├── Assets ├── CameraAnimation.meta ├── CameraAnimation │ ├── AroundAnimation.anim │ ├── AroundAnimation.anim.meta │ ├── CameraAnimator.controller │ └── CameraAnimator.controller.meta ├── DepthVisualize.meta ├── DepthVisualize │ ├── DepthVisualization.cs │ ├── DepthVisualization.cs.meta │ ├── DepthVisualization.shader │ ├── DepthVisualization.shader.meta │ ├── DepthVisualizationMat.mat │ └── DepthVisualizationMat.mat.meta ├── Editor.meta ├── FPSDisplay.cs ├── FPSDisplay.cs.meta ├── Manager.cs ├── Manager.cs.meta ├── NormalVisualize.meta ├── NormalVisualize │ ├── NormalVisualization.cs │ ├── NormalVisualization.cs.meta │ ├── NormalVisualizeShader.shader │ ├── NormalVisualizeShader.shader.meta │ ├── NormalVisualizeShaderMat.mat │ └── NormalVisualizeShaderMat.mat.meta ├── Robot Kyle.meta ├── Robot Kyle │ ├── Animation.meta │ ├── Animation │ │ ├── Idle.controller │ │ ├── Idle.controller.meta │ │ ├── Idle_CannotUp_Idle.fbx │ │ └── Idle_CannotUp_Idle.fbx.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Robot_Color.mat │ │ └── Robot_Color.mat.meta │ ├── Model.meta │ ├── Model │ │ ├── Robot Kyle.fbx │ │ └── Robot Kyle.fbx.meta │ ├── Textures.meta │ └── Textures │ │ ├── Robot_Color.tga │ │ ├── Robot_Color.tga.meta │ │ ├── Robot_Normal.tga │ │ └── Robot_Normal.tga.meta ├── Scene.unity ├── Scene.unity.meta ├── Textures.meta ├── Textures │ ├── Checker.png │ ├── Checker.png.meta │ ├── Materials.meta │ └── Materials │ │ ├── Checker.mat │ │ └── Checker.mat.meta ├── VisualizeWindows.meta └── VisualizeWindows │ ├── DepthVisualizationWindows.cs │ ├── DepthVisualizationWindows.cs.meta │ ├── NormalVisualizationWindows.cs │ └── NormalVisualizationWindows.cs.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset ├── README.md └── visualization.png /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/CameraAnimation.meta: 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assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/DepthVisualize/DepthVisualization.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class DepthVisualization : MonoBehaviour { 7 | public Camera _camera; 8 | public Material _mat; 9 | // Use this for initialization 10 | void Start () { 11 | if (_camera == null) 12 | _camera = GetComponent (); 13 | if (_camera != null) 14 | _camera.depthTextureMode = DepthTextureMode.Depth; 15 | } 16 | 17 | void OnRenderImage(RenderTexture src, RenderTexture dest) { 18 | Graphics.Blit(src, dest, _mat); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/DepthVisualize/DepthVisualization.cs.meta: 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_CameraDepthTexture; 22 | float4 _CameraDepthTexture_TexelSize; 23 | half _Seperate; 24 | 25 | struct appdata 26 | { 27 | float4 vertex : POSITION; 28 | float2 uv : TEXCOORD0; 29 | }; 30 | 31 | struct v2f 32 | { 33 | float2 uv : TEXCOORD0; 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | v2f vert (appdata v) 38 | { 39 | v2f o; 40 | o.vertex = UnityObjectToClipPos(v.vertex); 41 | o.uv = v.uv; 42 | return o; 43 | } 44 | 45 | sampler2D _MainTex; 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | float4 col = float4(1, 0, 0, 1); 50 | if (i.vertex.x > _CameraDepthTexture_TexelSize.z / (1 / _Seperate)) { 51 | float depth = tex2D(_CameraDepthTexture, i.uv).r; 52 | col = float4(depth, depth, depth, 1 ); 53 | } else { 54 | col = tex2D(_MainTex, i.uv); 55 | } 56 | return col; 57 | } 58 | ENDCG 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Assets/DepthVisualize/DepthVisualization.shader.meta: 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1500972692 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/FPSDisplay.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FPSDisplay : MonoBehaviour 5 | { 6 | float deltaTime = 0.0f; 7 | 8 | void Awake() { 9 | Application.targetFrameRate = 90; 10 | } 11 | 12 | void Update() 13 | { 14 | deltaTime += (Time.deltaTime - deltaTime) * 0.1f; 15 | } 16 | 17 | void OnGUI() 18 | { 19 | int w = Screen.width, h = Screen.height; 20 | 21 | GUIStyle style = new GUIStyle(); 22 | 23 | Rect rect = new Rect(0, 0, w, h * 2 / 100); 24 | style.alignment = TextAnchor.UpperLeft; 25 | style.fontSize = h * 2 / 75; 26 | style.normal.textColor = new Color (0.0f, 0.0f, 0.5f, 1.0f); 27 | float msec = deltaTime * 1000.0f; 28 | float fps = 1.0f / deltaTime; 29 | string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps); 30 | GUI.Label(rect, text, style); 31 | } 32 | } -------------------------------------------------------------------------------- /Assets/FPSDisplay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9dec3c9d3749d444a9886f0b1a7b0c1e 3 | timeCreated: 1485271109 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Manager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Manager : MonoBehaviour { 5 | 6 | } 7 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class NormalVisualization : MonoBehaviour { 7 | public Camera _camera; 8 | public Material _mat; 9 | // Use this for initialization 10 | void Start () { 11 | if (_camera == null) 12 | _camera = GetComponent (); 13 | if (_camera != null) 14 | _camera.depthTextureMode = DepthTextureMode.DepthNormals; 15 | } 16 | 17 | void OnRenderImage(RenderTexture src, RenderTexture dest) { 18 | Graphics.Blit(src, dest, _mat); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/NormalVisualize/NormalVisualization.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b52597600342f41a6ad67146a9e2cfdf 3 | timeCreated: 1500992294 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/NormalVisualize/NormalVisualizeShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/NormalVisualizeShader" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | sampler2D _CameraDepthNormalsTexture; 21 | float4 _CameraDepthNormalsTexture_TexelSize; 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | v2f vert (appdata v) 36 | { 37 | v2f o; 38 | o.vertex = UnityObjectToClipPos(v.vertex); 39 | o.uv = v.uv; 40 | return o; 41 | } 42 | 43 | sampler2D _MainTex; 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | fixed4 col = tex2D(_CameraDepthNormalsTexture, i.uv); 48 | float depth; 49 | float3 normal; 50 | DecodeDepthNormal(col, depth, normal); 51 | return float4(normal, 1); 52 | } 53 | ENDCG 54 | } 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/NormalVisualize/NormalVisualizeShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cdc770928685244568aa1696a6b9b8a4 3 | timeCreated: 1500990500 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- 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| timeCreated: 1500970470 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/VisualizeWindows/DepthVisualizationWindows.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | #if UNITY_EDITOR 6 | 7 | using UnityEditor; 8 | 9 | public class DepthVisualizationWindows : EditorWindow { 10 | 11 | private Camera _camera; 12 | private RenderTexture _renderTexture; 13 | private int _screenWidth, _screenHeight; 14 | 15 | [MenuItem ("Window/Depth Visualization")] 16 | public static void ShowWindows() { 17 | EditorWindow.GetWindow (); 18 | } 19 | 20 | void Awake() { 21 | DepthVisualization script = GameObject.FindObjectOfType (); 22 | _camera = script._camera; 23 | if (_camera != null) { 24 | _screenWidth = (int)position.width; 25 | _screenHeight = (int)position.height; 26 | _renderTexture = RenderTexture.GetTemporary (_screenWidth, _screenHeight); 27 | } 28 | autoRepaintOnSceneChange = true; 29 | } 30 | 31 | void Update() { 32 | if (_camera != null) { 33 | if ((int)position.width != _screenWidth || (int)position.height != _screenHeight) { 34 | _screenWidth = (int)position.width; 35 | _screenHeight = (int)position.height; 36 | RenderTexture.ReleaseTemporary (_renderTexture); 37 | _renderTexture = RenderTexture.GetTemporary (_screenWidth, _screenHeight); 38 | } 39 | _camera.targetTexture = _renderTexture; 40 | _camera.Render (); 41 | _camera.targetTexture = null; 42 | } 43 | } 44 | 45 | void OnGUI() { 46 | if (_camera != null) { 47 | GUI.DrawTexture (new Rect (0, 0, position.width, position.height), _renderTexture); 48 | } 49 | } 50 | } 51 | 52 | #endif -------------------------------------------------------------------------------- /Assets/VisualizeWindows/DepthVisualizationWindows.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48ceef1dae83648a3a26734cfd1d3389 3 | timeCreated: 1500992069 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/VisualizeWindows/NormalVisualizationWindows.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | 6 | #if UNITY_EDITOR 7 | 8 | using UnityEditor; 9 | 10 | public class NormalVisualizationWindows : EditorWindow { 11 | 12 | private Camera _camera; 13 | private RenderTexture _renderTexture; 14 | private int _screenWidth, _screenHeight; 15 | 16 | [MenuItem ("Window/Normal Visualization")] 17 | 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m_Enabled: 0 33 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Depth Buffer Visualization Unity 2 | 3 | Click `Windows/Depth Visualization` or `Windows/Normal Visualization` to open 4 | 5 | 6 | -------------------------------------------------------------------------------- /visualization.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/giangchau92/Unity-Depth-Buffer-Visualization/3b0dcb509dfd049d12a1015bd011a5e95a84d0c5/visualization.png --------------------------------------------------------------------------------