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lipsryme

DX11
Converting depth to linear view-space depth ?

4 posts in this topic

Is it possible to do that ?
What I've done before in DX9 is render "viewPos.z / farClip to a seperate render target for usage in e.g. ssao.
Now what I'm thinking is that having the opportunity to sample HW depth inside the shader using DX11, couldn't I instead sample my hardware Z buffer and somehow convert it to the linear space format I need for ssao ?
Or is this just not possible and I have to have this seperate depth texture ? It just seems redundant to me... Edited by lipsryme
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It's possible if you have the original projection matrix used when rendering the depth:
[code]
float LinearDepth(in float zw)
{
return Projection._43 / (zw - Projection._33);
}
[/code]
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Hmm all I seem to be getting is pure white with the objects being black/dark greyish when I'm extremely close to them.
sample it like this:
[CODE]
output = DepthBuffer.Sample(PointSampler, input.UV);
output = ToLinearZ(output.r);
[/CODE]

I simply use the same projection matrix I'm using for the whole scene (I just have one).
As the projection matrix does not change it would be the exact same one as when I rendered my geometry or not ? Edited by lipsryme
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The value you get will be the exact view-space Z value of the pixel, so it will be of the range [0, FarClip]. If you want to visualize it, you should divide it by FarClip to bring it back to [0, 1].
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[s]Hmm it doesn't seem to work in combination with my ssao.
What I had before was a R32 texture rendering the depth like this:
viewPos.z / farClipDist
And inside the ssao I sample from this texture two times using different tex coords.

Now when I sample from my hw depth stencil buffer and then convert it the way you described it, it just gives me a grey screen.[/s]



Edit: Ah it does work it was my projection matrix that was wrong somehow.
Thanks for the solution ! Edited by lipsryme
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