Jump to content
  • Advertisement
Sign in to follow this  
skytiger

Pack depth into RGB

This topic is 2550 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I came up with this approach, which seems to fix problems with other approaches on the net, and reduces errors across the whole [0,1] range to 0
Furthermore this should exactly match the 24 bit fixed precision of a standard D24S8 depth buffer


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Pack Unit Float [0,1] into RGB24
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
float3 UnitToColor24New(in float depth) {

// Constants
const float3 scale = float3(1.0, 256.0, 65536.0);
const float2 ogb = float2(65536.0, 256.0) / 16777215.0;
const float normal = 256.0 / 255.0;

// Avoid Precision Errors
float3 unit = (float3)depth;
unit.gb -= floor(unit.gb / ogb) * ogb;

// Scale Up
float3 color = unit * scale;

// Use Fraction to emulate Modulo
color = frac(color);

// Normalize Range
color *= normal;

// Mask Noise
color.rg -= color.gb / 256.0;

return color;

}//function

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// Unpack RGB24 into Unit Float [0,1]
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
float ColorToUnit24New(in float3 color) {
const float3 scale = float3(65536.0, 256.0, 1.0) / 65793.0;
return dot(color, scale);
}//function

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!