@@ -56,12 +56,12 @@ protected override MethodInfo GetFunctionToConvert()
5656 static string Unity_SceneDepthDifference_Linear01 (
5757 [ Slot ( 0 , Binding . None , ShaderStageCapability . Fragment ) ] out Vector1 Out ,
5858 [ Slot ( 1 , Binding . ScreenPosition ) ] Vector2 SceneUV ,
59- [ Slot ( 2 , Binding . WorldSpacePosition ) ] Vector2 PositionWS )
59+ [ Slot ( 2 , Binding . ViewSpacePosition ) ] Vector2 PositionVS )
6060 {
6161 return
6262@"
6363{
64- $precision dist = Remap01(length(PositionWS ), _ProjectionParams.y, _ProjectionParams.z);
64+ $precision dist = Remap01(length(PositionVS ), _ProjectionParams.y, _ProjectionParams.z);
6565#if defined(UNITY_REVERSED_Z)
6666 Out = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams) - dist;
6767#else
@@ -74,12 +74,12 @@ static string Unity_SceneDepthDifference_Linear01(
7474 static string Unity_SceneDepthDifference_Raw (
7575 [ Slot ( 0 , Binding . None , ShaderStageCapability . Fragment ) ] out Vector1 Out ,
7676 [ Slot ( 1 , Binding . ScreenPosition ) ] Vector2 SceneUV ,
77- [ Slot ( 2 , Binding . WorldSpacePosition ) ] Vector3 PositionWS )
77+ [ Slot ( 2 , Binding . ViewSpacePosition ) ] Vector3 PositionVS )
7878 {
7979 return
8080@"
8181{
82- $precision deviceDepth = ComputeNormalizedDeviceCoordinatesWithZ(PositionWS , GetWorldToHClipMatrix()).z;
82+ $precision deviceDepth = ComputeNormalizedDeviceCoordinatesWithZ(PositionVS , GetWorldToHClipMatrix()).z;
8383#if defined(UNITY_REVERSED_Z)
8484 Out = deviceDepth - SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy);
8585#else
@@ -92,25 +92,25 @@ static string Unity_SceneDepthDifference_Raw(
9292 static string Unity_SceneDepthDifference_Eye (
9393 [ Slot ( 0 , Binding . None , ShaderStageCapability . Fragment ) ] out Vector1 Out ,
9494 [ Slot ( 1 , Binding . ScreenPosition ) ] Vector2 SceneUV ,
95- [ Slot ( 2 , Binding . WorldSpacePosition ) ] Vector3 PositionWS )
95+ [ Slot ( 2 , Binding . ViewSpacePosition ) ] Vector3 PositionVS )
9696 {
9797 return
9898@"
9999{
100100 if (IsPerspectiveProjection())
101101 {
102102#if defined(UNITY_REVERSED_Z)
103- Out = LinearEyeDepth(ComputeWorldSpacePosition(SceneUV.xy, SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), UNITY_MATRIX_I_VP), UNITY_MATRIX_V) - length(PositionWS );
103+ Out = LinearEyeDepth(ComputeWorldSpacePosition(SceneUV.xy, SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), UNITY_MATRIX_I_VP), UNITY_MATRIX_V) - length(PositionVS );
104104#else
105- Out = length(PositionWS ) - LinearEyeDepth(ComputeWorldSpacePosition(SceneUV.xy, SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), UNITY_MATRIX_I_VP), UNITY_MATRIX_V);
105+ Out = length(PositionVS ) - LinearEyeDepth(ComputeWorldSpacePosition(SceneUV.xy, SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), UNITY_MATRIX_I_VP), UNITY_MATRIX_V);
106106#endif
107107 }
108108 else
109109 {
110110#if defined(UNITY_REVERSED_Z)
111- Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams) - length(PositionWS );
111+ Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams) - length(PositionVS );
112112#else
113- Out = length(PositionWS ) - LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams);
113+ Out = length(PositionVS ) - LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams);
114114#endif
115115 }
116116}
@@ -129,7 +129,7 @@ bool IMayRequireScreenPosition.RequiresScreenPosition(ShaderStageCapability stag
129129
130130 NeededCoordinateSpace IMayRequirePosition . RequiresPosition ( ShaderStageCapability stageCapability )
131131 {
132- return NeededCoordinateSpace . World ;
132+ return NeededCoordinateSpace . View ;
133133 }
134134 }
135135}
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