Precise Depths in HLSL
On the current NPR shader I'm working on, the line detection algorithm I developed is a post process using the normals and depths of each pixel. Currently I've been storing the depth in the alpha value of the rendered image, but I want to begin storing it in it's own texture using the complete range of the texture (all 32 bits). How would I go about using the rgba values to store one scalar value that I calculated? col = depthVal would simply assing r,g,b and a the value of depthVal independently.
Thanks ahead of time for the help.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement